Some guestion and provements maybe

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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steel
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Some guestion and provements maybe

Post by steel »

1. Could it possible do a bridge laying vehicle and engineer what could build a bridge.example for river crossing.




2. It be cool if maps has more elevations.


3. When vehicle get damages.It could be seeing vehicles information screen, what
type damage it gets.(What is meaning hull damage ? ).


4. Single flamethrower man is missing.


5. What is meaning encycopedia words.

kill pen heat apcr range
3/0 20/91 0 163 50/20

warheads
3

survivability 3
rate of fire 6


6. Enemy tanks should been able captured, when it is abandonded.It could be possible extra crewmen or own vehicles men,
but experience has lower and shootin rate.


7. Units smoke ammo should been able to loading, whit ammotruck or ammodump.


8. Armoured train, whit capapility loaded men and vehicle.( Scenario editors. )


9. Maps levels is not seeing very well.


10. Troops moving radius not seeming work right.Vehicle or mens not moving so far, what computers calculate and then
lighting.


11. Repair tanks for damage vehicles


12. When moving tanks or lot of mens in map. It must left lot of sign. ( track, foot print ) And when your own troops arrave,
where enemy troops has been, you see that and do you own conclude.


13. When doing battle. It will be good if to combat lenght could be set your own.


Thanks for marvellous war strategy game. It is the best one !

Wild Bill
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Post by Wild Bill »

These are very good suggestions, Steel. Some have been made already and some are uniquely yours. We've read them. You may see some and some we'll just have to keep wishing for.

But thanks for the input. Glad you are enjoying this game. I am too. Image

Wild Bill

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Larry Holt
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Post by Larry Holt »

Originally posted by steel:
1. Could it possible do a bridge laying vehicle and engineer what could build a bridge.example for river crossing.
I've seen German 1/2 tracks carrying bridging pannels. I don't know how common they were but you'd think that they would be availible for a deliberate river crossing.

3. When vehicle get damages.It could be seeing vehicles information screen, what
type damage it gets.(What is meaning hull damage ? ).

5. What is meaning encycopedia words.

kill pen heat apcr range
3/0 20/91 0 163 50/20
See other posts for these answers.
6. Enemy tanks should been able captured, when it is abandonded.It could be possible extra crewmen or own vehicles men,
but experience has lower and shootin rate.
You can do this. I can't speak for all nationalities, but for the Germans, once captured equipment historically becam availible, there is a button for it (I think it says "Allies" on the fix/upgrade screen.
[7. Units smoke ammo should been able to loading, whit ammotruck or ammodump.
Historically units carried very little smoke. (maybe 5%) If you want more, use the editor to give units more to begin with.


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steel
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Post by steel »

question:
Enemy tanks should been able captured, when it is abandonded.It could be possible extra crewmen or own vehicles men,
but experience has lower and shootin rate.


answer: by Larry Holt
You can do this. I can't speak for all nationalities, but for the Germans, once captured equipment historically becam availible, there is a button for it (I think it says "Allies" on the fix/upgrade screen

---------------------------------------------

I mean email battle, there are no change to
capture enemys tank, with right a way in combat.



[This message has been edited by steel (edited 06-12-2000).]
Dean Robb
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Post by Dean Robb »

I think some of the (very good) suggestions may be outside the scope of SP:WAW, like the bringe laying and repair/recovery vehicles. Even a Bailey bridge took a few hours to get up and the SP battles don't generally last that long.

I've noticed the movement inaccuracy, too. The highlighted area will show, for example, that I can move 3 hexes to the East but when I actually move I run out of MPs at 2 hexes. Haven't figured this one out...it's not a suppression thing.

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Billy Yank
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Post by Billy Yank »

Originally posted by Dean Robb:
I've noticed the movement inaccuracy, too. The highlighted area will show, for example, that I can move 3 hexes to the East but when I actually move I run out of MPs at 2 hexes. Haven't figured this one out...it's not a suppression thing.
I've seen that, and I've seen it the other way too, especially after losing movement to suppression. Occasionally I've clicked on the farthest hex a unit can reach, but when it gets there, a one or two hex movement radius appears.


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Mike Wood
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Post by Mike Wood »

Hello...

The move radius circle is based on the range the unit can currently move. If during the process of moving, the unit is spotted, fired at, is no longer spotted or the situation changes in some other way, the move range circle adjusts accordingly.

If it indicates you can move three hexes and stops you at two hexes, something happened that reduced your movement rate.

Bye...

Michael Wood
Voriax
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Post by Voriax »

Mike, it has happened to me several times that I've been able to move units one additional hex even though there is no visible moving radius. This usually happens when a unit has been fired upon and has stopped. Just thought you may want to know.

Voriax

ps. added as reply for Charles: I did not use C&C.

[This message has been edited by Voriax (edited 06-12-2000).]
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Charles22
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Post by Charles22 »

When using command control, the highlighted hexes you see are the ones you can travel to without it costing you an order, so naturally it may look at times as though you can move no further, when you can, for it doesn't measure the total sope of where you can move, but only without costing orders; move that extra hex and watch an order disappear.
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Post by Billy Yank »

Originally posted by Charles22:
When using command control, the highlighted hexes you see are the ones you can travel to without it costing you an order, so naturally it may look at times as though you can move no further, when you can, for it doesn't measure the total sope of where you can move, but only without costing orders; move that extra hex and watch an order disappear.
I never use C&C. This was just reappearing movement points.


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Kluckenbill
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Post by Kluckenbill »

The issues of capturing enemy vehicles and destroying abandoned vehicles come up a lot in vatious posts. A really fascinating book on WW2 maintenance is "Death Traps" written by a fellow who was a maintenance LT in 3rd AD (my old unit FWIW) throughout the European Campaign. He points out that the Germans would regularly continue to shoot at abandoned and knocked out US Tanks in order to set them on fire and anneal the armor so that they would be totally unusable. Otherwise the US recovery crews would pull most knocked out Shermans back and cannabilize and repair them.
Regarding capture, I think it would be OK to give victory points, or maybe even experience points for captures. However it is not realistic for untrained crews to hop into a foreign tank and take it into combat without a level of training far in excess of the time frames of one battle in SPWW2.
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Arralen
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Post by Arralen »

Originally posted by Billy Yank:
I never use C&C. This was just reappearing movement points.
Have seen this too - a unit seemingly was only able to move one more hex (rough terrain), but after entering that hex suddenly there where many more "plane" hexes ahead highlighted - and I was able to move the unit into these hexes.

Jsut a moment - when thinking about it, I seems to me that I saw similar effects when moving the APC in the Betio scenario, or with the Russ.Inf. in the crossing of the river ??? (*!?"* .. can't remember names .. ).

Looks like there's something wrong with the calculation of movement points - be it either when moving the units (unlikely) or with the highlightened moving radius (more likely - maybe the routine "forgets" to switch back to lower costs after calculating the costs for "expensive hexes")

Arralen

[This message has been edited by Arralen (edited 06-13-2000).]
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Charles22
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Post by Charles22 »

Perhaps this description will help a bit. Billy Yank says he's not using CC, but let me continue to describe it anyway. Let's say I have an objective northwest of my tank and I have full movement points. Actually, I'm not absolutely certain about this, but the highlighted hexes aren't the hexes you're restricted to, to keep you from using a movement order, but only that the "destination" hex is one of them. If I tell the tank to go to the furtherest NW corner hex, and it takes a quicker path to get there, than the highlighted hexes, but still ends up in one of those hexes (destination), then it still saves an order.

Anyway, let's take that same scenario. My furtherest "destination" hex is say 8 hexes NW. So envision all of the lit hexes here. You will not find ANY hexes lit that aren't very direct to that path. So, lets say I go due west instead, four hexes. This ends up using an order. Considering all terrain being equal, we will now see the hexes lit, remaining, are but three or four and that they all go pretty much due north. In other words, some of the hexes that were lit before the first move, no longer are, and some new ones are doubtlessly lit as well. I don't know how much those not using CC are having to deal with CC moves shading, but I know from using CC, and having the misconception that the only hexes I could travel and not use an order were the ones shaded, can cause confusion, because I often found hexes lit which I couldn't believe, but then, as you move, the tank's perspective relative to it's destination changes. One hex move in one direction may provide a lit hex that wasn't there from before.

Another thing to consider for thsoe that don't use CC, is that I think SPWAW id using the opposite approach from SP1 and SP3 (I don't know about SP2). You see, in the earlier SP's the lit area of where you could move was not aking into account any other units, so that you unit rarely reached it's furtherest points, because units in the hexes that you take, end up using some of your movement points. From the way I see it now the perspective moving units has the exact opposite movement radius approach. They ARE taking into account all units in all hexes, so that if you move some of the units out of the way, it might have enough room to reach another hex. I'm quite sure too, that you can actually see the movement radius change before you move the unit, providing all the other units were removed beforehand, and that it takes the easiest path to reach it, but then again, as we've heard described here, sometimes you still won't reach that extra hex, because the unit will be spotted or something else, that may remove some movement poins as the move started. I hope I'm not being too confusing.
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Post by Billy Yank »

Originally posted by Charles22:
Another thing to consider for thsoe that don't use CC, is that I think SPWAW id using the opposite approach from SP1 and SP3 (I don't know about SP2). You see, in the earlier SP's the lit area of where you could move was not aking into account any other units, so that you unit rarely reached it's furtherest points, because units in the hexes that you take, end up using some of your movement points. From the way I see it now the perspective moving units has the exact opposite movement radius approach. They ARE taking into account all units in all hexes, so that if you move some of the units out of the way, it might have enough room to reach another hex. I'm quite sure too, that you can actually see the movement radius change before you move the unit, providing all the other units were removed beforehand, and that it takes the easiest path to reach it, but then again, as we've heard described here, sometimes you still won't reach that extra hex, because the unit will be spotted or something else, that may remove some movement poins as the move started. I hope I'm not being too confusing.
After thinking about it some, I'm pretty sure that what I'm seeing is caused by being spotted by the enemy. According to Mike Wood's post, being spotted affects the movement radius of a unit. Here's the situation: I click on a vehicle, it's movement radius appears. I click to move it to one of the farthest hexes. A couple of hexes into it's move an enemy fires on it. There's no damage or suppression, but the vehicle loses 2-3 hexes from it's movement radius because it's spotted. I click on one of the new farthest hexes to continue the move. When it gets to that hex, it's no longer spotted by the unit that fired on it before, so it regains its full movement radius and the 2-3 hex radius reappears.


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