Bug Reports and Enhancement Requests

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

Moderators: Joel Billings, wdolson, Don Bowen, mogami

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siRkid
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RE: WitP Wish List

Post by siRkid »

ORIGINAL: pad152

Subs Retrun to base:

Subs auto or human control will automaticaly return to base if low on fuel, ammo, or damaged.


It should already work this way.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

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siRkid
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RE: Information/Order Screens

Post by siRkid »

ORIGINAL: dtravel

Information/Order Screens

A "Go To Hex" command. Added to top of main map display, player clicks and gets a small input box. They type in a hex number ("53,97"), hit enter and map centers on the input hex co-ordinates.

Not to be a pain but you will have a better chance of being heard if you post like dtravel did. The catagory in the title, the catagory in the post bolded, and then one comment. Good luck to you all.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

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Mike Scholl
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RE: Information/Order Screens

Post by Mike Scholl »

COMBAT - Land

Please do away with the "pursuit" feature of combat result. It's bad enough
that an attack into a hex instantaniously "teleports" the attacking unit into combat
no matter where the defender might be within a 3,000 square mile area. The
additional possibility of another 60-mile "jump" after combat just makes it worse.
Tom G.
Posts: 65
Joined: Wed May 02, 2001 8:00 am
Location: San Francisco

RE: Information/Order Screens

Post by Tom G. »

Main Map

I like the idea of a 'sticky note' you can create over a hex (or attach to a unit or tf) which would allow you to place reminders for yourself. (ie march unit to Chungking, or load unit on tf for invasion of wake etc)
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Fallschirmjager
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RE: Information/Order Screens

Post by Fallschirmjager »

List all pilots screen.
Allow us to bring up to 4 differnt aircraft or ship screens in the database menu so that we may be able to compare their different stats.
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Greco, Thomas A
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RE: General Comments

Post by Greco, Thomas A »

GENERAL COMMENT/SOUND EFFECTS
I would like an audible response (ships bell?) alerting me that the AI turn is over.

added to list
"Have fun storming the castle." Miracle Max
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akbrown
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General Comments

Post by akbrown »

General Comments
It seems that when railways are captured they are instantly and fully useable (track, engines, rolling stock and all). It looks like this is a major factor in the unrealistcally rapid land campaigns such as possible rapid Japanese conquests of China and India. I would like to see railways 'damaged' when captured, with repair, or a period of time, necessary before they are useable again.

This could be done in one of several ways including:

1) Flag a captured railway hex as 'railway unuseable' until it is repaired by an engineering unit that is in supply (and consumes some supply in the process). The disadvantages of this approach are that it involves more micromanagement and it may require the addition of more enginner units (RR type).

2) Each railway hex has a counter which is 0 when captured and, say, 100 for functional. Each turn after capture a small amount of supplies are consumed depending on supply level of the hex (as per land unit calculations) and a corresponding proportional increase is made to the counter. When the counter reaches 100 the railway in the hex is useable.

3) Worst case alternative. A simple counter that counts for, say, two weeks before a captured railway is useable.

Another problem is that there would need to be some type of icon on the map to indicate that the railway in a hex is unuseable which disappears when it is repaired. But hey this is a wish list!
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BartM
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Editor/locations Tab

Post by BartM »

Perhaps the ability to list the ships in the locations slots ? ie, TF 3509 you set up in Locations, give it a destination, but thats about it, perhaps being able to list which ships are assigned to that TF, would greatly help locating ships if you need to remove them.
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ATCSMike
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RE: Database

Post by ATCSMike »

ORIGINAL: Kid

1. Ship Database - Please add the full name of the ship types to the in-game ship information. Maybe a quick description on effective usage would be helpful too.

2. Aircraft Database - Display aircraft range in hexes instead of endurance in the aircraft database.

Ditto...

Mike
'Quando Omni Flunkus Moritati'
("When all else fails, play DEAD")

United States Navy 1979-1982
Retired Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
Retired Air Traffic Control Specialist (ATCS)
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ATCSMike
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RE: Database

Post by ATCSMike »

The ability to move the mouse pointer over a hex and get the hex coordinates without having to click.

Mike
'Quando Omni Flunkus Moritati'
("When all else fails, play DEAD")

United States Navy 1979-1982
Retired Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
Retired Air Traffic Control Specialist (ATCS)
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Brausepaul
Posts: 484
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Infochart

Post by Brausepaul »

INFOCHART

As discussed in this thread

http://www.matrixgames.com/default.asp? ... 6smode%3D1

An info chart for submarine captains as for pilots with tonnage and/or ships sunk.
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BartM
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SIG INT/OP REPORT/COASTAL

Post by BartM »

SIG INT / OPERATIONAL REPORTS / COASTAL WATCHERS

In each of these three. give a clickable link you are taken to the area.

COASTAL WATCHERS

Would love to see a more detailed list like the OP REP and SIG INT with coastal watchers.
as well as a Clickable link to take you to the map location...

ALTERNATE COMBAT REPORT

Use the Black Circles on the map (This could be too much) where you can click on that circle to see the combat there. Best for Naval Combat, as LCU combat is pretty much straight-forward already. But for SUB and Carrier/Surface combat, would be nice to get as MUCH information as possible each tern
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BartM
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INTERFACE SCREEN

Post by BartM »

INTERFACE

Make the screens either adjustable for transparency in OPTIONS, or simply make them transparent to a degree to see the map as you create TF's or other functions when that huge BLOCK window appears and litterally stops you from planning moves.
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2Stepper
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RE: Sound improvements

Post by 2Stepper »

Sound Effects improvements:

Take another walk through the SOUND directory in terms of quality. Currently, while MUCH improved over 1.0, and 1.20, there are at least 4 files (1221.sfx-1225.sfx) that are simply bad. They're excessively loud to the point of drowning out other sound. One more good dusting of the sound directory for improvements should be great all round.

Out here... [8D]
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Umies|
Posts: 1
Joined: Mon Aug 09, 2004 7:58 pm

RE: Infochart

Post by Umies| »

Task force orders

I'd like the ability to have a ship captain pool, so that you could "promote" more skilled and experienced captains to bigger ships the same way you can set a commanding officer to a TF.

Did anyone mention a possibility to set few (even one would be great help) waypoints to a TF? In combat especially under enemy air threat it would make a huge difference.
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Blackhorse
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RE: Infochart

Post by Blackhorse »

Bombardment Ammo Useage

Would like to see bombardment by capital ships use 2 ammo per round, instead of 6 -- six seems to be a carryover from PACWAR, when each bombardment represented 7 days, not 12 hours.
WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
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Pascal_slith
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Waypoints

Post by Pascal_slith »

Waypoints for TF movement.
So much WitP and so little time to play.... :-(

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BoerWar
Posts: 504
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RE: Waypoints

Post by BoerWar »

Bomber Speciaization Tab

Would like to see a tab added where bombers are either naval specialized (naval,port), land specialzed (ground, airfield) or trained for both. Naval specialized bombers would have an experience level 20 lower than actual when conducting land attacks or vice versa. Units attempting to maintain training in both specialties would only have an experiance level 10 lower when conducting either type of attack. Only naval specialized bombers could carry torpedos. If player switches setting penalty could be reduced/increased by 1 a day thus taking 20 days to change specialization (ie. Naval specialized switches to land specialized - day one subtract one for naval attack/ subtract 19 for land attacks, day two subtract 2 for naval attacks/ subtract 18 for land attacks, and so on through day 20.)

Tracking location of parent units

Print location of parent unit on the display page of sub-units.
pad152
Posts: 2835
Joined: Sun Apr 23, 2000 8:00 am

Command/Supply Indicator

Post by pad152 »

Command/Supply Indicator

I would like to see some type of indication to tell if land and air are receiving benifits from command or supply rules.

Color Code:

Green - Air/LCU is receiving benifits from command HQ or supply.

Yellow - Air/LCU unit is not in command (no benifit from HQ).

Orange - Air/LCU unit is low on supplies.

Red - LCU is low on supplies and cut off.
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BartM
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Music

Post by BartM »

IN GAME MUSIC

Is it possible to add a few more songs in the mix ? (If your familiar with Age of Wonders at all, the music selection they had was really nice).
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