Some small stuff - maybe a few bugs?
Posted: Sun Aug 27, 2000 10:59 am
a) In the scenario editor, I'm getting an error message every time I move (Alt-M) a corps. Sometimes the error specifically refers to something about low supply level for the square, but mostly its just "not allowed".
b) When trying to move a unit *from* a corps with 8 units (A-H) the game won't let you transfer that unit directly to another corps, you have to transfer it to an HQ then to the destination corps. This occurs in the scenario edit mode too, so its not an issue of readiness.
c) Can someone double check the tank pools at the beginning of the Campaign '41 scenario for accuracy? It looks like the Campaign '41 scenario was edited by the game's scenario editor which automatically adds tanks to the pool. There were only 200 R35 tanks in the tank pool at the start of Campaign '41 in the older game (no other tanks for *either* side). Should Germany really start the invasion with 800 PzIIs and several hundred PzIIIhs already in the pool????
Small requests (Ok, they aren't all small):
1) Can we allow the plots to be a little longer, say by 2 spaces? It seems the plot length is too short for some complicated, but perfectly normal, moves. I don't understand this arbitrary limit.
2) Why are the number of HQs so restricted? The Germans could really use a couple of extra HQs for air defense of important locations (but I'm advocating we alleviate this restriction for both sides, not just the Germans). There is no logical reason why we need an Army Headquarters organization just so we can station fighters at Ploesti. Making air groups independant of HQs is ulitmately the answer, but for now the simple solution is to allow both sides more HQs, maybe 3-5?
3) The Urals can hold one more factory over its current limit (the limit being the alphabet), why not let it hold one more? I've haven't checked this, so if you've made changes to the number of factories which eventually will be in the Urals, then ignore me here.
4) How about letting the player decide the strength of the formula for the shattering of the West and Italian fronts? How about letting the player decide the denominator for the formula, as an example? Just add the feature in the EditWir program, nothing fancy is needed. (Using a debugger I was actually able to do this with the older game)
5) Can we get a "what if" set of options that the player can try. For example, disabling partisan activity and allowing towns to keep all or some of their population as a benefit to the conquerer in the example of a hypothetical "benevolent" Germany. How about no West and Italian fronts, no bombing from the West, and no Murmansk for the "Soviets are on their own" hypothetical scenario? What about a "preserve factories" option that allows a conquerer to use captured factories instead of them being automatically destroyed (is that historical btw?). The factory is reset to "1" with a *long* startup time, of course.
That's it ... for now.
