Bug Reports and Enhancement Requests
Moderators: Joel Billings, wdolson, Don Bowen, mogami
- jwilkerson
- Posts: 8121
- Joined: Sun Sep 15, 2002 4:02 am
- Location: Kansas
- Contact:
RE: WitP Wish List
Hi Grotius,
Well fortunately many of these are already on the list ... several are implemented in CHS and several are on the list in at least modified format .. like limiting rail movement somehow ... though not necessarily by tracking rolling stock ... but thanks for the ideas ... keep 'em commin' ...
Well fortunately many of these are already on the list ... several are implemented in CHS and several are on the list in at least modified format .. like limiting rail movement somehow ... though not necessarily by tracking rolling stock ... but thanks for the ideas ... keep 'em commin' ...
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
War In Spain - Project Lead
RE: WitP Wish List
Convert the "days to arrival" to "DATE of arrival".
Gawd I hate converting that. I've got a separate file, this is nothing but a list of what is arriving on what DATE.
-F-
Gawd I hate converting that. I've got a separate file, this is nothing but a list of what is arriving on what DATE.
-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

RE: WitP Wish List
That when playing as the Allies, I stop getting these constant Signal Intelligence messages about "radio transmissions detected in Vancouver". 

This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

RE: WitP Wish List
ORIGINAL: Feurer Krieg
Not sure if this has been mentioned already, but if space allows, I'd like to be able to see the class of each ship on the ship selection screen.
Ditto,
Plus a list of their combat strengths. I dont want any Clemsons in my CV TF.
Interdum feror cupidine partium magnarum Europae vincendarum
RE: WitP Wish List
A COMPLETE, USER FRIENDLY, MANUAL-I BELIEVE THAT MANY OF US NEWCOMERS WOULD BE WILLING TO GIVE UP BIG BUCKS FOR SUCH A BEAST. HECK, I'D GIVE YOU MY WIFE FOR SUCH A THING.
RE: WitP Wish List
Some very fine suggestions. Here's some of my "older" ones .....
1) Permit extracting in game data into csv files. This would permit off-line examination of this beast and put some sanity back into managing it. This is one item that Bodhi was keen on as it would allow a great expansion of his (or like tool) for game management.
2) Map based filter that allows a player to click on a particular ship and the game engine takes you right to the location of it. This is an outgrowth of trying to find a convinent manner to find all the ships that are coming up for upgrade, rather than the hex by hex easter egg hunt of the current system.
3) Institute the equivalent of prep points for aviation support at bases. Seems kind hard to swallow that you can take a base on one turn and have full and complete aviation support the next. Gotta take the ground crews time to unpack the stuff. Av support should have some kind of incubation period to get to full strength.
4) The max number of ships in a port is a good idea, but I'd suggest a slight twist. There are many ports that could actually hold alot of ships, but were limited by port facilities. Thus, I think the limitation should be put on a loading and unloading rate, instead of purely a ship count.
5) toggles for "permit taking on supplies/permit sending supplies/both" for each base
6) A graphic based identifier for base supply status right on the map
7) a report of reinforcements/new ships and the location of entry each turn
8) a human friendly manner for creating tf's and loading them. The current approach is a real pain for large transport tf's.
9) a clean way to select specific ships to refuel, rather than creating a dummy tf of these, refuel them and them distrubute them where you need them. If they already part of a tf, you either re-fuel the entire tf or not. Can't select specific ships
10) pilot training. There's got to be a better/more automated manner for training pilots up rather than manually do it. Why not put in some type of behind the scenes "flight school". The player can decide when to draw the pilots. Thus, you could keep them in longer and get higher experienced pilots, or draw them quickly and get also-rans. Would need to have some type of built in loss rate to account for training accidents.
11) fix the database errors
12) some means to command a tf to dock upon entry to a port. Now they get there and remain "at sea". The next turn a player can dock them. Seems fair to pre-order a tf to dock, since you current order it to automatically disband upon entry.
13) For us multi-day per turn players, how about a x day delay for orders. That way, we can stage our orders to excute in a desired manner/timeframe. One day turns are just way too slow (my preference).
14) ability for air raids listed as port attack to select either ships in port or facilities (only of value if facilities play a greater role in future releases)
15) a better means of managing production with a means of actually showing what happened last turn. I mean someone had to count the windshields as the new planes came off the assy line, so someone knew how many got built. So should we.
16) Some kind of correction for a change in production rates for allied a/c rather than an average spread across. B-17 intro into the PTO was nowhere near the rate the allies get these planes in WitP. This is due to the constant rate of production in WitP. Actually, the rate should be date/time dependent and vary.
All for now ....
1) Permit extracting in game data into csv files. This would permit off-line examination of this beast and put some sanity back into managing it. This is one item that Bodhi was keen on as it would allow a great expansion of his (or like tool) for game management.
2) Map based filter that allows a player to click on a particular ship and the game engine takes you right to the location of it. This is an outgrowth of trying to find a convinent manner to find all the ships that are coming up for upgrade, rather than the hex by hex easter egg hunt of the current system.
3) Institute the equivalent of prep points for aviation support at bases. Seems kind hard to swallow that you can take a base on one turn and have full and complete aviation support the next. Gotta take the ground crews time to unpack the stuff. Av support should have some kind of incubation period to get to full strength.
4) The max number of ships in a port is a good idea, but I'd suggest a slight twist. There are many ports that could actually hold alot of ships, but were limited by port facilities. Thus, I think the limitation should be put on a loading and unloading rate, instead of purely a ship count.
5) toggles for "permit taking on supplies/permit sending supplies/both" for each base
6) A graphic based identifier for base supply status right on the map
7) a report of reinforcements/new ships and the location of entry each turn
8) a human friendly manner for creating tf's and loading them. The current approach is a real pain for large transport tf's.
9) a clean way to select specific ships to refuel, rather than creating a dummy tf of these, refuel them and them distrubute them where you need them. If they already part of a tf, you either re-fuel the entire tf or not. Can't select specific ships
10) pilot training. There's got to be a better/more automated manner for training pilots up rather than manually do it. Why not put in some type of behind the scenes "flight school". The player can decide when to draw the pilots. Thus, you could keep them in longer and get higher experienced pilots, or draw them quickly and get also-rans. Would need to have some type of built in loss rate to account for training accidents.
11) fix the database errors
12) some means to command a tf to dock upon entry to a port. Now they get there and remain "at sea". The next turn a player can dock them. Seems fair to pre-order a tf to dock, since you current order it to automatically disband upon entry.
13) For us multi-day per turn players, how about a x day delay for orders. That way, we can stage our orders to excute in a desired manner/timeframe. One day turns are just way too slow (my preference).
14) ability for air raids listed as port attack to select either ships in port or facilities (only of value if facilities play a greater role in future releases)
15) a better means of managing production with a means of actually showing what happened last turn. I mean someone had to count the windshields as the new planes came off the assy line, so someone knew how many got built. So should we.
16) Some kind of correction for a change in production rates for allied a/c rather than an average spread across. B-17 intro into the PTO was nowhere near the rate the allies get these planes in WitP. This is due to the constant rate of production in WitP. Actually, the rate should be date/time dependent and vary.
All for now ....
RE: WitP Wish List
thought of one more ....
17) A toggle that allows a player to select "repair/don't repair" for ships in port. This permits us to prioritize repairs to those ships we want in the order we want. Just like in real life ....
17) A toggle that allows a player to select "repair/don't repair" for ships in port. This permits us to prioritize repairs to those ships we want in the order we want. Just like in real life ....
RE: WitP Wish List
ORIGINAL: dtravel
That when playing as the Allies, I stop getting these constant Signal Intelligence messages about "radio transmissions detected in Vancouver".![]()
Ive always thought this was a bug with intelligence where you were getting the reports from both sides on one report....

RE: WitP Wish List
ORIGINAL: Tanaka
ORIGINAL: dtravel
That when playing as the Allies, I stop getting these constant Signal Intelligence messages about "radio transmissions detected in Vancouver".![]()
Ive always thought this was a bug with intelligence where you were getting the reports from both sides on one report....
It is a bug, but not that way. Somewhere in the game Vancouver is not properly "flagged" as an Allied base, so the Signal Intelligence generation routines see it as a valid source for "radio transmission detected" for the Allied SigInt report.
This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

RE: WitP Wish List
A listing in the intelligence report for top sub commanders (# of ship kills)...etc...
(Like the top pilots listing)...
(Like the top pilots listing)...

RE: WitP Wish List
What I'd like to see:
1 - The "Advanced Weather" fixed so that it doesn't get stuck at continuous thunderstorms for game-months on end in areas such as Southern California and Southeastern Australia.
2 - The damage limit for ship upgrading raised to something above "10", so that a player doesn't have to wait the 4 to 6 weeks that it takes for big ships to go down from system damage 9 to system damage 3, which is the current limit, in order to get upgrades.
3 - LCUs that have more than "zero" supply be able to retreat into an adjacent hex that is not occupied by an enemy LCU. (The "zone of control" rule that we all know so well from board games of years gone by make no sense on the scale of a 60 mile hex.) This should apply even if an enemy unit is in the current hex. (Get rid of the "fly paper" effect.)
4 - LCUs will take orders to go directly into a specific hex instead of trying to travel along the "fastest" route, particularly if the "fastest" route is occupied by an enemy unit.
5 - A "time delay" for advancing enemy units to be able to take advantage of a "railway" movement bonus. Perhaps requiring engineers to do repairs, to parallel the time it takes to fix and get a damaged airbase or port going again. (Particularly when the engines and rolling stock have been driven away and there is nothing left to ride.)
6 - Get rid of the presence of the indicators for LCUs, ships and aircraft from bases unless the base has been deliberately scouted.
7 - Allow for subs to scout an enemy base by sailing there.
8 - Allow replacements that are due to arrive in a captured base to arrive at some other base at a later date. To simulate re-routing of arrivals.
9 - Allow for replacements to be postponed from arriving at the player's discretion. This way units won't "teleport" into deathtraps at encircled bases.
Thanks -
Dave Baranyi
1 - The "Advanced Weather" fixed so that it doesn't get stuck at continuous thunderstorms for game-months on end in areas such as Southern California and Southeastern Australia.
2 - The damage limit for ship upgrading raised to something above "10", so that a player doesn't have to wait the 4 to 6 weeks that it takes for big ships to go down from system damage 9 to system damage 3, which is the current limit, in order to get upgrades.
3 - LCUs that have more than "zero" supply be able to retreat into an adjacent hex that is not occupied by an enemy LCU. (The "zone of control" rule that we all know so well from board games of years gone by make no sense on the scale of a 60 mile hex.) This should apply even if an enemy unit is in the current hex. (Get rid of the "fly paper" effect.)
4 - LCUs will take orders to go directly into a specific hex instead of trying to travel along the "fastest" route, particularly if the "fastest" route is occupied by an enemy unit.
5 - A "time delay" for advancing enemy units to be able to take advantage of a "railway" movement bonus. Perhaps requiring engineers to do repairs, to parallel the time it takes to fix and get a damaged airbase or port going again. (Particularly when the engines and rolling stock have been driven away and there is nothing left to ride.)
6 - Get rid of the presence of the indicators for LCUs, ships and aircraft from bases unless the base has been deliberately scouted.
7 - Allow for subs to scout an enemy base by sailing there.
8 - Allow replacements that are due to arrive in a captured base to arrive at some other base at a later date. To simulate re-routing of arrivals.
9 - Allow for replacements to be postponed from arriving at the player's discretion. This way units won't "teleport" into deathtraps at encircled bases.
Thanks -
Dave Baranyi
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: WitP Wish List
Make the air group on the CV always say 'independent' so as not confuse players.
Only drawback would be when transporting a group on a CV/E/L.
The player will need to pay PPs to change back the Hq when it is based on land again.[:D]
Michael
Only drawback would be when transporting a group on a CV/E/L.
The player will need to pay PPs to change back the Hq when it is based on land again.[:D]
Michael
Michael
RE: WitP Wish List
ORIGINAL: dtravel
ORIGINAL: Tanaka
ORIGINAL: dtravel
That when playing as the Allies, I stop getting these constant Signal Intelligence messages about "radio transmissions detected in Vancouver".![]()
Ive always thought this was a bug with intelligence where you were getting the reports from both sides on one report....
It is a bug, but not that way. Somewhere in the game Vancouver is not properly "flagged" as an Allied base, so the Signal Intelligence generation routines see it as a valid source for "radio transmission detected" for the Allied SigInt report.
Playing as Japan I see allied reports on my bases all the time...In this example why am I getting allied reports of radio coming from Truk? I can show lots of other examples...I really think you get some or all of both sides reports in one....

- Attachments
-
- Clipboard01.jpg (86.68 KiB) Viewed 155 times

RE: WitP Wish List
17) You shouldn't have to pay PP's when moving airgroups on/off CV's (assuming they revert back automatically to the original command HQ).
18) Repairs for port and airfield damage appear to go to zero rather quickly and appears to be independent of the base size. A size 3 a/f compared to a size 6 should take different amounts of time to go from 100 damage to 0 damage (everything else being equal).
19) Would like visibility (easily) as to what units are loaded into what tf's, what their fatigue/disruption is, what their combinied assault value is, aviation support numbers and what they have prep points for, etc ....
20)
18) Repairs for port and airfield damage appear to go to zero rather quickly and appears to be independent of the base size. A size 3 a/f compared to a size 6 should take different amounts of time to go from 100 damage to 0 damage (everything else being equal).
19) Would like visibility (easily) as to what units are loaded into what tf's, what their fatigue/disruption is, what their combinied assault value is, aviation support numbers and what they have prep points for, etc ....
20)
RE: WitP Wish List
ORIGINAL: ADavidB
What I'd like to see:
5 - A "time delay" for advancing enemy units to be able to take advantage of a "railway" movement bonus. Perhaps requiring engineers to do repairs, to parallel the time it takes to fix and get a damaged airbase or port going again. (Particularly when the engines and rolling stock have been driven away and there is nothing left to ride.)
Thanks -
Dave Baranyi
taking this point even futher, i'd like to see the rail movement bonus only apply if you own both the bases between which you are travelling - to simulate the loading of the rolling stock at depots/marshalling yards. No more should a Division be able to jump on train in the middle of the countryside. The bonus could still be available if the line has been 'cut' by an enemy unit mid way along the line. When no bonus is applicable then a 'road' travel bonus should apply.

Banner by rogueusmc
- Hanzberger
- Posts: 925
- Joined: Wed Apr 26, 2006 12:16 pm
- Location: SE Pennsylvania
- Contact:
RE: WitP Wish List
How about a small directional arrow inside the hex so you know which way your ships are heading without clicking on them. ??[:'(]
RE: WitP Wish List
1. Take all useless text feedback off the main timer setting;
ie Assigning this, setting that, doing stuff to barges, reticulating splines ;p etc etc etc
None of this is info needed by the player yet it slows the game down - or we press a key to zip through them and end up missing something actualy needed.
Only display (on the map area mid screen) info that is actualy needed by the player, everything else can be displayed down in the left hand text area with a zero wait state timer so it doesnt interfere with the game.
2. Toggle for recon feedback - when playing the AI this is just useless repetitive info that again slows things down a lot, the ability to either have this on a seperate timers, toggle to show/not show or something along those liens would be great. Its useful info when playing against a human so removing it wouldnt be good. Although just removing the reduntant info would be a start - ie do we need to see 5 messages for recon on the same base?
3. Waypoints, course setting etc I know we are unlikely to ever see this but come on ... multiple waypoints, course settings, patrol routes ... these have all been part of naval lore since boats and maps were invented
I love WitP, but I can never play a game without ending up agrevated by the 3 things above.
Myros
ie Assigning this, setting that, doing stuff to barges, reticulating splines ;p etc etc etc
None of this is info needed by the player yet it slows the game down - or we press a key to zip through them and end up missing something actualy needed.
Only display (on the map area mid screen) info that is actualy needed by the player, everything else can be displayed down in the left hand text area with a zero wait state timer so it doesnt interfere with the game.
2. Toggle for recon feedback - when playing the AI this is just useless repetitive info that again slows things down a lot, the ability to either have this on a seperate timers, toggle to show/not show or something along those liens would be great. Its useful info when playing against a human so removing it wouldnt be good. Although just removing the reduntant info would be a start - ie do we need to see 5 messages for recon on the same base?
3. Waypoints, course setting etc I know we are unlikely to ever see this but come on ... multiple waypoints, course settings, patrol routes ... these have all been part of naval lore since boats and maps were invented

I love WitP, but I can never play a game without ending up agrevated by the 3 things above.
Myros
RE: WitP Wish List
"(You have to change the transport TF to an Escort TF, then merge in the heavies)"
20) You should be able to add heavies directly to a transport tf, rather than this work around
20) You should be able to add heavies directly to a transport tf, rather than this work around
RE: WitP Wish List
Isn't this what that Bombardment/Surface Combat TF you set to follow the transports is for? [;)]
This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

-
- Posts: 6187
- Joined: Wed Jan 01, 2003 1:17 am
- Location: Kansas City, MO
RE: WitP Wish List
I don't know if this is in here or not, but with 500+ entries I don't mind it being repeated. PLEASE FIX US SUBMARINE TORPEDOES! Yes, the Mk XIV was a major headache and deserves to be modeled in the game. But the "S-Boats" didn't use that torpedo..., it wouldn't fit their tubes. Instead they used an older and much more reliable model (I think it was the Mk X). S-Boats should NOT be lumped in with "US Submarines" for this purpose, but rather with the Brits and the Dutch. Fixing this would hardly require "rocket science". PLEASE do so....