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RE: ATG: Wishlist thread

 
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RE: ATG: Wishlist thread - 3/11/2016 2:46:57 PM   
Webizen


Posts: 1972
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While not highlighted, each HQ and the units that it commands are color coded. These colors can be changed while in game.

quote:

ORIGINAL: Ajantaka

The ability to quickly locate all the subordinate units of HQ or all the sister units (those with same HQ) by clicking on the unit/HQ and all the subordinate/units will be outlined or highlighted.



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Tac2i

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Post #: 301
RE: ATG: Wishlist thread - 3/11/2016 8:32:58 PM   
Gary Childress

 

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Would be sort of convenient if HQs also gave the ideal number of staff they need along with or instead of % staffed. Sometimes it's difficult to determine how many staff would get them up to 100%. So it would be convenient if there were a raw number as well telling you for example that your HQ needs 54 staff in order to be at 100% or something.

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Post #: 302
RE: ATG: Wishlist thread - 3/11/2016 9:30:36 PM   
Webizen


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The new TO&E feature, if you have an HQ template applied to your HQs, attempts to keep them at 100%. There is no need try to determine how many staff are needed.

quote:

ORIGINAL: Gary Childress

Would be sort of convenient if HQs also gave the ideal number of staff they need along with or instead of % staffed. Sometimes it's difficult to determine how many staff would get them up to 100%. So it would be convenient if there were a raw number as well telling you for example that your HQ needs 54 staff in order to be at 100% or something.



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Tac2i

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Post #: 303
RE: ATG: Wishlist thread - 3/11/2016 10:31:04 PM   
Gary Childress

 

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For some reason it seems when I have TO&E set up my HQs don't always draw enough staff to stay near 100%. I've had HQs linger understaffed for several turns even though there are plenty of staff at their superior HQs to give them.

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Post #: 304
RE: ATG: Wishlist thread - 3/12/2016 1:48:23 AM   
Webizen


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This has not been my experience. My HQs stay at or near 100%.

quote:

ORIGINAL: Gary Childress

For some reason it seems when I have TO&E set up my HQs don't always draw enough staff to stay near 100%. I've had HQs linger understaffed for several turns even though there are plenty of staff at their superior HQs to give them.



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Tac2i

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Post #: 305
RE: ATG: Wishlist thread - 3/12/2016 1:55:34 AM   
dominickpa

 

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Don't forget that you need transport capacity in your HQ to send troops from it. If your HQ just has trains and it and the target is not on tracks, nothing will move. Both must be on tracks.

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Post #: 306
RE: ATG: Wishlist thread - 3/13/2016 11:14:01 AM   
Ajantaka

 

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Webizen,

Thanks, I had forgotten this. This is useful but highlighting or somesuch more visual device would help those of us with weak eyes and overall make it quicker to locate sister units.

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Post #: 307
RE: ATG: Wishlist thread - 5/29/2016 6:51:19 PM   
ernieschwitz

 

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I would love for the system of messages with choices as in DC:B was available in ATG.

As is the message system does not really give that option, and it is best solved via cards... but having many cards could clutter the screen considerably.

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Post #: 308
RE: ATG: Wishlist thread - 6/2/2016 5:29:57 AM   
Gary Childress

 

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Really, REALLY wish there were a separate setting in the editor for "air transportable" or else limit aircraft to only being able to transport things that individually weigh less than a single plane's maximum carry capacity. It seems absurdly unrealistic to be able to transport a locomotive by transport planes, especially for the WW2 period. Never was done and never could have been done. I'm not sure it's possible to transport a locomotive by air even today.

Another thing I really wish for is the ability to implement helicopters more realistically into the game. This could maybe be done through creation of a new subformation type called "ground crew". "Ground crew" would be like land based aircraft carriers in that they could move from hex to hex and "contain" certain aircraft types (helicopters or VTOL aircraft only) Every aircraft would have a "weight" and every "ground crew" would have a specific amount of aircraft "weight" it could support. If the number of aircraft exceeds the capacity of "ground crews" on a hex then air operations would not be possible.

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Post #: 309
RE: ATG: Wishlist thread - 6/2/2016 11:49:19 PM   
ernieschwitz

 

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While I know that Helicopters can land almost anywhere, they too, like planes need to return to their base to refuel. The real trouble I see is that if you have a turn length that is less than a day, you might want to model that. But if it's more than 1 day, it would seem likely that it would return to base after a mission ended. Thus the problem with helicopters is really to avoid designing games that are in too low time scale.

I came to this realization recently. If I am wrong, please do tell, but it seems that they could be modeled if the scale is not too small.

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Post #: 310
RE: ATG: Wishlist thread - 6/3/2016 6:06:14 AM   
Ormand


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I think the problem with helicopters is more along the lines of air-mobile, or air-cavalry. You can model them dropping troops off via paradrops, but you can't pick them up and transport them to another spot (unless they are in an airbase). And you can't transport troops from one base to another via air. It was probably quite an operation to pick up troops in the field, but from a game standpoint, that is probably the main thing that you would want to add that is differentiated from current transport capability.

I don't think that it would make much sense to allow helicopters to land and stay at a place that is not a base. This just doesn't happen as helicopters need to be refueled and rearmed, which I think must happen at an airbase of some sort.

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Post #: 311
RE: ATG: Wishlist thread - 6/3/2016 11:00:44 PM   
Hanti

 

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I want consistency in EDITOR.
Example:
SFTs table. You click on sft and it's selected and auto moved on center. (Good)
Regimes table. You click on sft and it's selected and it's NOT auto moved on center. (Bad)
Eh.

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Post #: 312
RE: ATG: Wishlist thread - 6/4/2016 2:17:03 AM   
ernieschwitz

 

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I'd rather have extra functionality than consistency, but of course I'd love both if possible :)

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Post #: 313
RE: ATG: Wishlist thread - 6/18/2016 7:10:59 AM   
StrategyGamer

 

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I'd love to be allowed to move the items in the Items menu
Doing a total conversion scenario, it is very annoying when say B 1 is before A 1 which is before B 2
I just want to stay organized

< Message edited by StrategyGamer -- 6/18/2016 7:13:36 AM >

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Post #: 314
RE: ATG: Wishlist thread - 1/14/2017 9:47:20 AM   
Zocker

 

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An option no Factories

Rainer

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Post #: 315
RE: ATG: Wishlist thread - 1/15/2017 1:28:22 AM   
balto

 

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Why?

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Post #: 316
RE: ATG: Wishlist thread - 5/4/2017 4:49:36 AM   
alomoes

 

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I don't know if this has been asked before, but could it be possible to add an import/export function to various things, such as buildings, SFTs, research trees. My reasoning is that I have a ton of stuff written up in text files, and importing it via the editor is slightly annoying and much more time consuming because I have to click all the things and make sure I didn't screw up somewhere.

If there is an import/export text function to the editor, then please PM me on how to use it.

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Post #: 317
RE: ATG: Wishlist thread - 5/16/2017 5:44:31 PM   
ernieschwitz

 

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Is there any room in the GUI for an extra button? I was wondering because in some games (take WaW for ATG for instance) players want to make more resources than can be viewed in the upper bar of the screen. A button that simply says Resources, or it could be a tab in the statistics, and you could review your resources there.

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Post #: 318
RE: ATG: Wishlist thread - 7/19/2017 5:40:29 AM   
Vic


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Just wanted to state I am still reading this thread :) and even making some notes for the to-do list.

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Post #: 319
RE: ATG: Wishlist thread - 8/27/2017 6:47:53 PM   
lion_of_judah


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I would like to be able too make fixed borders like in Operational Art of war and the border graphics now used to show when you conqueror territory but the borders still stay the same.

< Message edited by lion_of_judah -- 8/27/2017 6:48:26 PM >

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Post #: 320
RE: ATG: Wishlist thread - 8/29/2017 2:16:52 PM   
Vic


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quote:

ORIGINAL: lion_of_judah

I would like to be able too make fixed borders like in Operational Art of war and the border graphics now used to show when you conqueror territory but the borders still stay the same.


You could make new river types that have no impact on combat/movement but show a border like sprite?

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Post #: 321
RE: ATG: Wishlist thread - 8/29/2017 7:31:27 PM   
ernieschwitz

 

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Or... as I wrote in an email to Lion of judah, make special sprites that you put in those hexes.

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Post #: 322
RE: ATG: Wishlist thread - 8/30/2017 7:20:12 AM   
Ormand


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quote:

ORIGINAL: Vic


quote:

ORIGINAL: lion_of_judah

I would like to be able too make fixed borders like in Operational Art of war and the border graphics now used to show when you conqueror territory but the borders still stay the same.


You could make new river types that have no impact on combat/movement but show a border like sprite?


The only catch is if the border is along a river. Then, you'll have to make new one the border and the river, which is not that hard to do.

(in reply to Vic)
Post #: 323
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