Wish List

From the creators of Crown of Glory come an epic tale of North Vs. South. By combining area movement on the grand scale with optional hex based tactical battles when they occur, Forge of Freedom provides something for every strategy gamer. Control economic development, political development with governers and foreign nations, and use your military to win the bloodiest war in US history.

Moderator: Gil R.

Post Reply
User avatar
Gil R.
Posts: 10820
Joined: Fri Apr 01, 2005 4:22 am

RE: Wish List

Post by Gil R. »

ORIGINAL: gunnergoz

How about a module where we can set up detailed battles without playiing the strategic mode at all? Just for practice or for fun? It would be a nice way to try out some battlefield scenarios too. Mainly, I'd like to practice more detailed battles to get the hang of them, without losing a war that I worked hard on the strategic side to get right.


Since that's something that would take time to produce, my advice for now is to build up your army by playing for a year or so, get in a position where you have armies/corps/divisions close to the enemy, save the game, and keep restarting from that save game, each time trying battles in different places, on different terrain, etc. It's not the same thing you propose, but simply by doing a SAVE AS from your main game you can create new game for experimenting.
Michael Jordan plays ball. Charles Manson kills people. I torment eager potential customers by not sharing screenshots of "Brother Against Brother." Everyone has a talent.
Mike Scholl
Posts: 6187
Joined: Wed Jan 01, 2003 1:17 am
Location: Kansas City, MO

RE: Wish List

Post by Mike Scholl »

ORIGINAL: dude

Along the lines of Generals... having it so that certain generals just weren't good at higher commands would be a nice "hidden" trait.  Sure this guy look great at the division level... let's promote him to corps commander... woops... he sucks there...  You don't have to actually have to change his traits... just a hidden value that says up to what level he's able to command... if you put him into a higher posistion his normal traits would suffer a bit... but if you put him back in charge of a lower command his normal ratings would apply again.


I'll second this. Wish I'd thought of it when I was making the other suggestion.
User avatar
Tanaka
Posts: 5126
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: Wish List

Post by Tanaka »

I thought I read in the manual that in order to dig in and entrench your unit had to have that special skill.

Does this not apply to the AI?
ORIGINAL: Hard Sarge

the AI has it's own Dugin, the player needs the hasty upgrade or the digger skill
(but the AI can not dig in, other then the starting postion, with out the hasty or digger skill)

design decison, and it does what it was intended to

(one thing I do look for when I promote Generals to 3 or 2 stars is if they got the digger skill, I am willing to gamble on a poorer leader to have a chance to train in this skill)

(for me, Digger, fast, obleakfire, shooter are some of the key skills,)

(there is a great one for Arty, but I not spelling too good right now)

quote:

ORIGINAL: Gil R.

Exactly. Letting the AI dig in at the beginning of a battle struck us all as a fine way of giving the AI a boost without some hidden "cheat," thus making detailed battle more challenging.

Might there be an option to turn this off in a future patch? Although I appreciate trying to make detailed battles more challenging this sort of makes them boring and repetitive. It is an AI cheat but as you said it is not hidden. I would prefer the AI to only be able to dig in the same way as I with the correct skill to do so. This would make the battles more varied and fun...
Image
User avatar
Roger Neilson II
Posts: 1419
Joined: Sun Jul 16, 2006 11:16 am
Location: Newcastle upon Tyne. England

RE: Wish List

Post by Roger Neilson II »

ORIGINAL: gunnergoz

I definitely vote for a zoom function on the strategic map - it's really crowded around Washington and some of the river valleys are not real apparent until you're snooping around them.
Hi-Res 1280x1024 would be great too.
A que for items being built in one city would be helpful.
An option for NATO symbols on the strategic map would help clarify some things at times, and would be easy to scale up or down to show more of the underlying terrain.


The hi res or windowed mode is so so good..... I hate the current display. Why? Because I'm used to hi res, and when I tab out of the game I get low res desktop - so every time I hit a problem and I should go to the manual I don't cos it looks so awful.... so my learning style is not working. I hate to go on about WITP, but there having it in windowed mode and not affecting my desktop settings is a real bonus. Is it a major issue to give a hi-res option?

Roger
Image
spruce
Posts: 404
Joined: Sat Sep 23, 2006 10:00 am

RE: Wish List

Post by spruce »

the 6 VP points one can win from battles should only be based on decisive battles - not on small or medium ones.
 
As CSA I once had a glorious turn where I had 3 decisive battle victories - I got at +6 VP and the Union at -6 VP. Then a few turns later the Union wins one decisve battle, one medium battle and one small battle - and they go to +6 and I go to -6.
 
Only use decisve (or major) battles here in this criterium.
Jonathan Palfrey
Posts: 535
Joined: Sat Apr 10, 2004 4:39 am
Location: Sant Pere de Ribes, Spain
Contact:

RE: Wish List

Post by Jonathan Palfrey »

ORIGINAL: slybelle

Add game option to allow only instant battles. Currently only options for quick or detailed. I personally prefer just instant battles so would be great if we could have an option for it.

It would also be nice to have the popup come up and say the results of the battle right after the battle during instant battles, versus having to wait for the end of turn report.

I second that request -- and the request for more information after instant battles.
Jonathan Palfrey
Posts: 535
Joined: Sat Apr 10, 2004 4:39 am
Location: Sant Pere de Ribes, Spain
Contact:

RE: Wish List

Post by Jonathan Palfrey »

As mentioned in another thread, the manual says that camps can be built in the basic game, but the basic game doesn't seem to permit it.

I can't be sure, maybe there is some good reason to keep camps out of the basic game; but without knowing that reason I'm inclined to think that this is a game bug and not a manual bug: I'd like to see camps in the basic game. As there doesn't seem to be any other mechanism for replacing casualties.
rogeur
Posts: 37
Joined: Tue Oct 21, 2003 9:53 am

RE: Wish List

Post by rogeur »

Don't know if this already has been asked for , but i like to
see random generals.I mean historical with the stats they have, but in a different
sequence.Makes the game more interesting i think.
If it's already there, please tell me.
I don't mean diff stats., that's already in, also nice.
dude
Posts: 399
Joined: Wed May 04, 2005 7:16 am
Location: Fairfax Virginia

RE: Wish List

Post by dude »

ORIGINAL: Mike Scholl

ORIGINAL: dude

Along the lines of Generals... having it so that certain generals just weren't good at higher commands would be a nice "hidden" trait.  Sure this guy look great at the division level... let's promote him to corps commander... woops... he sucks there...  You don't have to actually have to change his traits... just a hidden value that says up to what level he's able to command... if you put him into a higher posistion his normal traits would suffer a bit... but if you put him back in charge of a lower command his normal ratings would apply again.


I'll second this. Wish I'd thought of it when I was making the other suggestion.

Oh and to add to this... I think there should be (an optional) limit on promoting someone too fast... Hey! 1 star Grant is here... let me promote him to 5 stars now! [:-] I think every general in the army would have quit... But at the same time you should be allowed to promote more than one general a turn. When Grant came east he submitted a list of genrals he wanted promoted.
“Ifs defeated the Confederates…” U.S.Grant
Mike Scholl
Posts: 6187
Joined: Wed Jan 01, 2003 1:17 am
Location: Kansas City, MO

RE: Wish List

Post by Mike Scholl »

What happens to the weapons you replace" "Improvised Weapons" obviously go on the scrap heap somewhere..., but it seem to me that if you replace "Minee Rifles" with "Improved Springfields" you outh to have a Brigade's worth of Minee Rifles to give to some poor garrison still struggling with "Improvised Weapons". That's the way it worked historically..., what happens in the game? The old arms seem to dissappear into thin air. This imposes a sever economic drain on both sides....
elmo3
Posts: 5797
Joined: Tue Jan 22, 2002 10:00 am

RE: Wish List

Post by elmo3 »

ORIGINAL: Mike Scholl

What happens to the weapons you replace" "Improvised Weapons" obviously go on the scrap heap somewhere..., but it seem to me that if you replace "Minee Rifles" with "Improved Springfields" you outh to have a Brigade's worth of Minee Rifles to give to some poor garrison still struggling with "Improvised Weapons". That's the way it worked historically..., what happens in the game? The old arms seem to dissappear into thin air. This imposes a sever economic drain on both sides....

Not sure what really happens to them but the manual says you get a credit when you upgrade to a newer model equal to a percentage of what the old weapons cost. So maybe they are sold to the Indians?!
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester
Mike Scholl
Posts: 6187
Joined: Wed Jan 01, 2003 1:17 am
Location: Kansas City, MO

RE: Wish List

Post by Mike Scholl »

ORIGINAL: elmo3

ORIGINAL: Mike Scholl

What happens to the weapons you replace" "Improvised Weapons" obviously go on the scrap heap somewhere..., but it seem to me that if you replace "Minee Rifles" with "Improved Springfields" you outh to have a Brigade's worth of Minee Rifles to give to some poor garrison still struggling with "Improvised Weapons". That's the way it worked historically..., what happens in the game? The old arms seem to dissappear into thin air. This imposes a sever economic drain on both sides....

Not sure what really happens to them but the manual says you get a credit when you upgrade to a newer model equal to a percentage of what the old weapons cost. So maybe they are sold to the Indians?!


That would at least be something. Have you seen any evidence of it happening? I haven't noticed it and I just finished re-arming the entire Army of the Potomic (30 brigades) with "Improved Springfields"---My "arms recieved" totals always seemed to match my "city production" exactly.
dude
Posts: 399
Joined: Wed May 04, 2005 7:16 am
Location: Fairfax Virginia

RE: Wish List

Post by dude »

ORIGINAL: Mike Scholl

What happens to the weapons you replace" "Improvised Weapons" obviously go on the scrap heap somewhere..., but it seem to me that if you replace "Minee Rifles" with "Improved Springfields" you outh to have a Brigade's worth of Minee Rifles to give to some poor garrison still struggling with "Improvised Weapons". That's the way it worked historically..., what happens in the game? The old arms seem to dissappear into thin air. This imposes a sever economic drain on both sides....


True... so many times I wish I could give the "hand-me-downs" to someone needy... but then the game does give you a price break on replacement weapons. I remember a game once where the weapons were kept in a stockpile that you could pick from. Then as you replaced weapons the old ones went back into the stockpile to be available for for someone else. But you wouldn't get a price break for any kind of replacement in this system. Full price for all new weapons.

I'd like to see it where you could "build" weapons... and then have them stored into a stockpile type arrangement... same for artillery.
“Ifs defeated the Confederates…” U.S.Grant
Mike Scholl
Posts: 6187
Joined: Wed Jan 01, 2003 1:17 am
Location: Kansas City, MO

RE: Wish List

Post by Mike Scholl »

Another thing I'd love to see in the game is a "Production Spreadsheet" variant of the "City" sheet. One that would give a list of current active "buildings" and "units" in the game, plus what was in production and at what stage (time to completion). Plus which locations had various "bonus buildings" (like universities) in them. And the current levels of research and how many bonus buildings you "in production".

Someplace you could go to check on and handle ALL your economic decisions at one time with all the necessary information available. So I wouldn't be tripping over legal pads full of notes...
Jonathan Palfrey
Posts: 535
Joined: Sat Apr 10, 2004 4:39 am
Location: Sant Pere de Ribes, Spain
Contact:

RE: Wish List

Post by Jonathan Palfrey »

ORIGINAL: Mike Scholl

Another thing I'd love to see in the game is a "Production Spreadsheet" variant of the "City" sheet. One that would give a list of current active "buildings" and "units" in the game, plus what was in production and at what stage (time to completion). Plus which locations had various "bonus buildings" (like universities) in them. And the current levels of research and how many bonus buildings you "in production".

Someplace you could go to check on and handle ALL your economic decisions at one time with all the necessary information available. So I wouldn't be tripping over legal pads full of notes...

Indeed, seconded. I'm just beginning with the game but have already found the need to go laboriously through the detailed city screens making notes on a piece of paper. The game is usable as it is, but the information could be more conveniently presented.
User avatar
gunnergoz
Posts: 439
Joined: Tue May 21, 2002 4:57 am
Location: San Diego CA
Contact:

RE: Wish List

Post by gunnergoz »

Yep, me too!  I had to lay everything out so I could decide where to produce what and in what order.   Someone with some insider experience in the game could sure help us out by writing a playing guide and reference materials!
"Things are getting better!
...Well, maybe not as good as they were yesterday, but much better than they will be tomorrow!"
-Old Russian saying
User avatar
jimwinsor
Posts: 1077
Joined: Mon Nov 21, 2005 6:53 pm
Contact:

RE: Wish List

Post by jimwinsor »

ORIGINAL: dude

ORIGINAL: Mike Scholl

What happens to the weapons you replace" "Improvised Weapons" obviously go on the scrap heap somewhere..., but it seem to me that if you replace "Minee Rifles" with "Improved Springfields" you outh to have a Brigade's worth of Minee Rifles to give to some poor garrison still struggling with "Improvised Weapons". That's the way it worked historically..., what happens in the game? The old arms seem to dissappear into thin air. This imposes a sever economic drain on both sides....


True... so many times I wish I could give the "hand-me-downs" to someone needy... but then the game does give you a price break on replacement weapons. I remember a game once where the weapons were kept in a stockpile that you could pick from. Then as you replaced weapons the old ones went back into the stockpile to be available for for someone else. But you wouldn't get a price break for any kind of replacement in this system. Full price for all new weapons.

I'd like to see it where you could "build" weapons... and then have them stored into a stockpile type arrangement... same for artillery.

YES, there is some partial compensation involved in this situation....the "price break" just mentioned. Half the cost of the gun you are replacing goes is credited towards your new purchase...you don't get the full cost, as these are "old" arms after all.

This method was decided on as preferable to keeping detailed "stockpiles" of used weapons, as no bookkeeping is involved.
Streaming as "Grognerd" at https://www.twitch.tv/grognerd
dude
Posts: 399
Joined: Wed May 04, 2005 7:16 am
Location: Fairfax Virginia

RE: Wish List

Post by dude »

ORIGINAL: jimwinsor

YES, there is some partial compensation involved in this situation....the "price break" just mentioned. Half the cost of the gun you are replacing goes is credited towards your new purchase...you don't get the full cost, as these are "old" arms after all.

This method was decided on as preferable to keeping detailed "stockpiles" of used weapons, as no bookkeeping is involved.

Too bad you can't at least drag weapons from one unit to another before you upgrade (replace). Let me give this weapons to someone else. I'll pay the full cost for new ones...

But I'd still like to have the option for stockpiles. This could be an option for the advance game.
“Ifs defeated the Confederates…” U.S.Grant
elmo3
Posts: 5797
Joined: Tue Jan 22, 2002 10:00 am

RE: Wish List

Post by elmo3 »

ORIGINAL: Mike Scholl

ORIGINAL: elmo3

ORIGINAL: Mike Scholl

What happens to the weapons you replace" "Improvised Weapons" obviously go on the scrap heap somewhere..., but it seem to me that if you replace "Minee Rifles" with "Improved Springfields" you outh to have a Brigade's worth of Minee Rifles to give to some poor garrison still struggling with "Improvised Weapons". That's the way it worked historically..., what happens in the game? The old arms seem to dissappear into thin air. This imposes a sever economic drain on both sides....

Not sure what really happens to them but the manual says you get a credit when you upgrade to a newer model equal to a percentage of what the old weapons cost. So maybe they are sold to the Indians?!


That would at least be something. Have you seen any evidence of it happening? I haven't noticed it and I just finished re-arming the entire Army of the Potomic (30 brigades) with "Improved Springfields"---My "arms recieved" totals always seemed to match my "city production" exactly.

I have not looked to be honest. What you should see is a reduced cost for upgrading the weapons. So you need to check to see if the full cost was deducted or if there was a discount. I'll experiment with it tonight if noboy gets to it sooner.
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester
elmo3
Posts: 5797
Joined: Tue Jan 22, 2002 10:00 am

RE: Wish List

Post by elmo3 »

ORIGINAL: jimwinsor


YES, there is some partial compensation involved in this situation....the "price break" just mentioned. Half the cost of the gun you are replacing goes is credited towards your new purchase...you don't get the full cost, as these are "old" arms after all.

This method was decided on as preferable to keeping detailed "stockpiles" of used weapons, as no bookkeeping is involved.

Ok, that is the answer then.
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester
Post Reply

Return to “Forge of Freedom: The American Civil War 1861-1865”