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RE: Game Suggestions: - 4/28/2011 9:34:24 PM   
Sabre21


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From: on a mountain in Idaho
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quote:

ORIGINAL: carnifex

1) I'd like to be able to sort the ASSIGN PLANES window. The current interface is cumbersome. I have to click plane type for the detailed selection window to come up and it's pre-checked for all. Now I have to click deselect all then click the type of plane I want then another mouseclick to get the main list to display. I just want to sort the main list by plane type, then click to add from there. Super easy.

2) Another vote to get rid of the super-annoying "select all units" functionality. I move my FBD 1 hex, repair line. Click on other unit in hex. Click on other unit in hex. Move FBD 1 hex, click to repair. Click on other unit in hex. Click on other unit in hex. Etc. I don't know how else people play this game, but I NEVER EVER move whole stacks or even groups of units. One at a time, always. So much extra clicking.

3) I'd like to be able to load up an AI game and switch sides.

4) When the system asks you for a choice and you don't make one, it shouldn't make it for you. Example: I have 44 Corps, all at various Support Level settings. I click the SUPPORT LEVEL link, a window opens up, I change my mind and click X, oh noes all my Corps Support Levels are now zero. Same for AC CHANGE MODE, which defaults to AUTO. Click the link, click X, now they're all on MANUAL. Clicking X means NO CHANGE please.




1. Several folks have asked for this, I'll put this on the list to redo that sort function, but don't expect anything too soon due to other priorities

2. Thinking about it i do the same, I'll bring it up on the tester forum.

3. You can do this now by simply changing the ai to human and vice versa, then advance the turn.

4. I don't really understand this one. If you change the support level in a particular Hq, only that one is changed.

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Post #: 121
RE: Game Suggestions: - 4/28/2011 9:41:13 PM   
Sabre21


Posts: 8081
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From: on a mountain in Idaho
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quote:

ORIGINAL: Q-Ball

1. Greater ability for high-morale isolated units to hold-out, particularly ones that receive air supply.

2. Turn-Based VPs in the GC scenario, which would reward taking/holding territory more

3. Greater color difference between 3rd and 4th Romanian Armies (difficult to tell sometimes!. I realize colors are short, but a little green shading should do the trick

4. Rationalized Amphib landing rules. Soviets have too much ability to land troops over long distances in Black Sea. Several divisions landed over a few hexes is OK, but all the way in Romania....no. Plus, getting guys ashore is one thing, supplying them is another.

You also shouldn't be able to do any amphib landings in areas you don't have air superiority. Amphib vessels make easy targets.



1. We've been trying to make something like this happen for quite some time. It's better than it has been in the past but still needs work.

2. That might be a problem on victory condition balance. It would definitly up the vp costs to gain a particular victory level.

3. Specific colors won't change for now, but hopefully in the future the player will be able to change colors to suit themselves.

4. I will need to bring this up on the tester forum.

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Post #: 122
RE: Game Suggestions: - 4/28/2011 9:44:25 PM   
Sabre21


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From: on a mountain in Idaho
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quote:

ORIGINAL: morvael

Option to turn off all AI cheats that it currently enjoys, especially the major ones (unlimited rail capacity, no AP limit). The manual says some of these depend on difficulty settings but not all. I hate to see when I have closed the pocket minus one hex in zoc, but still 80% of units vanish from it next turn.


The ai does have its quirks and Gary does what he can to correct them. As for ai cheats, play on normal or easy then it won't get any extra help.

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Post #: 123
RE: Game Suggestions: - 4/28/2011 9:45:22 PM   
Sabre21


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quote:

ORIGINAL: Aurelian

The ability to set airbases to "no fly".

Hard to build a force of IL-4s to bomb Ploesti if they keep flying and get shot up.


Sounds like a good idea to me..I'll put it on the list.

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Post #: 124
RE: Game Suggestions: - 4/28/2011 9:50:17 PM   
Sabre21


Posts: 8081
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From: on a mountain in Idaho
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quote:

ORIGINAL: johntoml56

From the Production screen, when you click on an aircraft to see the factories etc could it also display the type eg fighter bomber of the aircraft; most are self evident but nice to have...

and i have already ementioned but in the Logistics report, for isolated units can it please display the map refs as a mimimum, link would be nice but perhaps over kill...

(and build a utility that penalises a user 40 admin points every time they spell morale as moral)


Definitely a low priority in putting aircraft types on the production page. I know one of the testers long ago wanted that, not sure why it never happened.

The map link has already been asked for and is on the list.

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Post #: 125
RE: assign from parent High Hq to Lower Hq request - 4/28/2011 9:55:39 PM   
Sabre21


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quote:

ORIGINAL: Murat30

best greetings, i apologize if this have been said before, but a feature i will really like is to allow the assign/form on parent headquarters, in example, sending support units from an Army HQ or Panzer Armee HQ to a subordinate Hq, and then, to the front line unit, i dont know the extra work needed to do that and if some bug may arise from my request, but it can really save time and help to control the support units that come as reinforcements, (aside the lock Hq feature that works well for that matter, if you use it, that is)

best regards and have good gaming all,

Alarick.


You can currently manually assign su's from an hq to a subordinate in a couple way or you can choose to automate it by selecting a support level other than locked or 0. Su's that come in as reinforcements go to either Stavka or OKH and you can assign them from those hq's for no cost in ap's. I think it might get a bit too complex trying to select an su from the reinforcement screen and assign it an hq there prior to its arrival.

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Post #: 126
RE: Game Suggestions: - 4/28/2011 10:02:03 PM   
Sabre21


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quote:

ORIGINAL: Manstein63

Would it be possible for the Barbarossa scenario to be extended through to April 1942 .With automatic victory for the Germans if they hold all citys from Lenningrad  to Moscow and Rostov as well as Sevastopol  but also have weekly victory points awarded to the Soviet Player for holding onto Minsk Kiev Dneperpetrovosk & other major cities. It would alow newer players the chance to experience all weather conditions as well as attack & defense & would give the more experienced players a chance to play quicker game & to test how new upgrages are working without having to commit to a full GC.
Manstein63


Players can create their own scenarios. The limit though is 10 victory cities per side. You can assign weekly vp's for these cities too. The guys that created these scenarios, many of them have moved on to other things so other than Trey and a revised scenario Jyri is working on, I don't foresee too many new tester developed scenarios coming out. I would like to see player generated ones.

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Post #: 127
RE: Game Suggestions: - 4/28/2011 10:05:08 PM   
cookie monster


Posts: 1695
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quote:

ORIGINAL: Sabre21


quote:

ORIGINAL: carnifex

4) When the system asks you for a choice and you don't make one, it shouldn't make it for you. Example: I have 44 Corps, all at various Support Level settings. I click the SUPPORT LEVEL link, a window opens up, I change my mind and click X, oh noes all my Corps Support Levels are now zero. Same for AC CHANGE MODE, which defaults to AUTO. Click the link, click X, now they're all on MANUAL. Clicking X means NO CHANGE please.


4. I don't really understand this one. If you change the support level in a particular Hq, only that one is changed.


I'll explain.

In the commanders report. You click on HQ tab.

Then click on support level.

Then click on cancel, while providing no input to the check box.

Presto, all HQ's in the list now have zero as the support level.

It's actually quite a nice gotcha.

(in reply to Sabre21)
Post #: 128
RE: Game Suggestions: - 4/28/2011 10:12:29 PM   
Sabre21


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quote:

ORIGINAL: Q-Ball

Right now, it is too easy to game the combat results in a PBEM, simply by closing out. You can run a combat over and over and over until you get a result that you want. While I don't think an opponent has done this to me in a PBEM (I trust mine), I can see the potential for abuse. The result is that you can do combats over and over, roll "all 6s", and there is nothing your opponent can do about that.

To counter that, I propose one of the following changes:

1. Inability to take back moves in a PBEM. The excellent Battlefield series had this ability; once you moved something, you were stuck. Occasionally you made a legit mistake and kind of screwed yourself, but otherwise it worked well.

This probably would be a major coding change, so understand if that's not possible.

OR

2. Some sort of indication on how lady luck has gone in combats; a "die-roll" history. A few turns it should get to a large enough sample size that almost all games will be in the 45%-55% range. If I was playing a game in turn 18, and my opponent was having 75% luck on die rolls, I would be very suspicious. The game would probably end at that point. Anyone abusing this will stop if they know they are being watched.

#2 would go a long way to keeping a lid on outsized combat results


This has always been one of my pet peeves. I pushed hard to get any type of cheating minimixed..same with game mechanics that allow for gamey tactics. I like your number 1 idea unfortunately it can't really be done with how this game engine is. The game would need to save after every single unit moves a single hex or makes a single combat. The game just doesn't record this stuff until it is saved, so the ability to reload will always be an issue in pbem. At least on the server this is monitored and acted upon if abused.

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Post #: 129
RE: Game Suggestions: - 4/28/2011 10:13:46 PM   
Sabre21


Posts: 8081
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quote:

ORIGINAL: cookie monster


quote:

ORIGINAL: Sabre21


quote:

ORIGINAL: carnifex

4) When the system asks you for a choice and you don't make one, it shouldn't make it for you. Example: I have 44 Corps, all at various Support Level settings. I click the SUPPORT LEVEL link, a window opens up, I change my mind and click X, oh noes all my Corps Support Levels are now zero. Same for AC CHANGE MODE, which defaults to AUTO. Click the link, click X, now they're all on MANUAL. Clicking X means NO CHANGE please.


4. I don't really understand this one. If you change the support level in a particular Hq, only that one is changed.


I'll explain.

In the commanders report. You click on HQ tab.

Then click on support level.

Then click on cancel, while providing no input to the check box.

Presto, all HQ's in the list now have zero as the support level.

It's actually quite a nice gotcha.


I suspected you were referring to the CR. I believe that capabiliy was added in so a player could in fact change everything at once.

< Message edited by Sabre21 -- 4/28/2011 10:14:54 PM >


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Post #: 130
RE: Game Suggestions: - 4/28/2011 10:23:42 PM   
pompack


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quote:

ORIGINAL: Manstein63


quote:

ORIGINAL: pompack
Well, the trouble with that is I would much prefer to trust my opponent in order to retain the ability to do intermediate saves as insurance against a power failure (or Bill Gates seizing my computer and killing the game in order to update a Windows function I don't use)


I agree (apart from the Bill Gates Thing) you should always assume your opponent is honest. It was mearly a suggestion for the more cynical among us.
Manstein63


Ah, I was just irritated because it happened this morning; I was doing a WitP PBEM which doesn't allow the power-down warning to spike right out in front of me).

On a more serious note, my comment was simply on balancing a trade. Because I do tend to be a bit cynical, I only do PBEM with people with whom I have built a trusting relationship (usually via forum interaction, sometimes for years); such a practice does tend to keep my pool of opponents rather small. I would like to see a method that would allow easier access so to speak, but only if I don't have to accept a some level of risk of losing turns. I have found that I really, really, really hate to redo a turn that I almost completed before the power failed. And yes, I am too cheap to get a UPS or keep the batteries in my laptop (historically the reason I buy a new laptop is due to battery failure in the old one; those suckers cost almost as much as a new laptop once they get obsolete!)

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Post #: 131
RE: Game Suggestions: - 4/28/2011 10:42:28 PM   
Manstein63


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Pompack then you would appreciate auto save as it would update the file every so often so that if you did power down you wouldn't lose your entire turn.
Manstein63

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Post #: 132
RE: Game Suggestions: - 4/29/2011 12:05:50 AM   
JAMiAM

 

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quote:

ORIGINAL: Sabre21

quote:

ORIGINAL: cookie monster


quote:

ORIGINAL: Sabre21


quote:

ORIGINAL: carnifex

4) When the system asks you for a choice and you don't make one, it shouldn't make it for you. Example: I have 44 Corps, all at various Support Level settings. I click the SUPPORT LEVEL link, a window opens up, I change my mind and click X, oh noes all my Corps Support Levels are now zero. Same for AC CHANGE MODE, which defaults to AUTO. Click the link, click X, now they're all on MANUAL. Clicking X means NO CHANGE please.


4. I don't really understand this one. If you change the support level in a particular Hq, only that one is changed.


I'll explain.

In the commanders report. You click on HQ tab.

Then click on support level.

Then click on cancel, while providing no input to the check box.

Presto, all HQ's in the list now have zero as the support level.

It's actually quite a nice gotcha.


I suspected you were referring to the CR. I believe that capabiliy was added in so a player could in fact change everything at once.

Andy, you're still misunderstanding. No keyboard input, in other words cancelling out by hitting the X button to close, after the dialogue is opened, will end up inserting a "0" into the support level of all the HQs. Pavel is aware of this, but said that fixing is sort of complicated. It wouldn't hurt to ask him if it can be looked at again.

The problem is that the game is expecting some input, and will, by default cause a "0" to be the input, even if none is desired or executed.

(in reply to Sabre21)
Post #: 133
RE: Game Suggestions: - 4/29/2011 1:00:12 AM   
Sabre21


Posts: 8081
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From: on a mountain in Idaho
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quote:

ORIGINAL: JAMiAM


quote:

ORIGINAL: Sabre21

quote:

ORIGINAL: cookie monster


quote:

ORIGINAL: Sabre21


quote:

ORIGINAL: carnifex

4) When the system asks you for a choice and you don't make one, it shouldn't make it for you. Example: I have 44 Corps, all at various Support Level settings. I click the SUPPORT LEVEL link, a window opens up, I change my mind and click X, oh noes all my Corps Support Levels are now zero. Same for AC CHANGE MODE, which defaults to AUTO. Click the link, click X, now they're all on MANUAL. Clicking X means NO CHANGE please.


4. I don't really understand this one. If you change the support level in a particular Hq, only that one is changed.


I'll explain.

In the commanders report. You click on HQ tab.

Then click on support level.

Then click on cancel, while providing no input to the check box.

Presto, all HQ's in the list now have zero as the support level.

It's actually quite a nice gotcha.


I suspected you were referring to the CR. I believe that capabiliy was added in so a player could in fact change everything at once.

Andy, you're still misunderstanding. No keyboard input, in other words cancelling out by hitting the X button to close, after the dialogue is opened, will end up inserting a "0" into the support level of all the HQs. Pavel is aware of this, but said that fixing is sort of complicated. It wouldn't hurt to ask him if it can be looked at again.

The problem is that the game is expecting some input, and will, by default cause a "0" to be the input, even if none is desired or executed.


I got it now..sounds more like a bug. First time I've seen that one. I'll remind Pavel.

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Post #: 134
RE: Game Suggestions: - 4/29/2011 3:09:05 AM   
Mynok


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There might not be any way to distinguish between the event of X'ing the window and hitting enter. It may just return the input and an 'empty' field is turned into the number 0. Then it updates.


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Post #: 135
RE: Game Suggestions: - 4/29/2011 12:36:18 PM   
gingerbread


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It is rather counter-intuitive; standard meaning of 'Cancel' is 'Exit without changes', in WitE it means 'Set to 0 and exit'.

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Post #: 136
RE: Game Suggestions: - 4/29/2011 12:40:14 PM   
gingerbread


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Sabre21, please take a moment and give feedback to my earlier post, reproduced below. Helpless gave a partial feedback to the first, but did not comment the mandatory disband date aspect, nor no:s 2 & 3.
quote:

ORIGINAL: gingerbread

1) Re-evaluate the NKVD Border Regiments. They should never get any replacements (to make them shatter eventually if attacked) and should have a disband date like the Tank XX's. They are a-historically useful now.

2) Add some DL to entrained units to represent aerial recon of main feeder lines (i.e. the rails on the map). This should get interdiction up. (Please also "tell" the AI about this.)

3) The Rudel discussion made me remember some details about which rail lines the Soviets re-gauged in the Baltic States and eastern Poland. This is from memory as I do not have the FitE rules;
a) the Riga-Pskov was broad gauge
b) not all lines south of the Pripet marshes were made broad gauge
Incorporating this could slow down the drive to Leningrad while also increasing the pace in the south, at least west of the Dnepr.


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Post #: 137
RE: Game Suggestions: - 4/29/2011 6:42:08 PM   
Sabre21


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quote:

ORIGINAL: gingerbread

Sabre21, please take a moment and give feedback to my earlier post, reproduced below. Helpless gave a partial feedback to the first, but did not comment the mandatory disband date aspect, nor no:s 2 & 3.
quote:

ORIGINAL: gingerbread

1) Re-evaluate the NKVD Border Regiments. They should never get any replacements (to make them shatter eventually if attacked) and should have a disband date like the Tank XX's. They are a-historically useful now.

2) Add some DL to entrained units to represent aerial recon of main feeder lines (i.e. the rails on the map). This should get interdiction up. (Please also "tell" the AI about this.)

3) The Rudel discussion made me remember some details about which rail lines the Soviets re-gauged in the Baltic States and eastern Poland. This is from memory as I do not have the FitE rules;
a) the Riga-Pskov was broad gauge
b) not all lines south of the Pripet marshes were made broad gauge
Incorporating this could slow down the drive to Leningrad while also increasing the pace in the south, at least west of the Dnepr.




1. Pavel gave the best answer for 1. I am not familiar enough with them to really comment. He is the best source for this kind of info.

2. It makes sense that entrained units should be easier to spot, I'll add that to the list.

3. As for the different rail guages, the maps were created with historical maps of the time and reviewed several times over. Pavel is the main poc for this type info again. He has far better historical data than anyone of us other testers.

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Post #: 138
RE: Game Suggestions: - 4/30/2011 8:27:32 AM   
Manstein63


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Another suggestion
Allow Rail Movement either side of a broken rail hex & also maybe you could allow all rail repair units to have an option for manual control as that would benifit the Axis in the earlier stages.
Manstein63

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Post #: 139
RE: Game Suggestions: - 4/30/2011 12:51:21 PM   
Sabre21


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quote:

ORIGINAL: Manstein63

Another suggestion
Allow Rail Movement either side of a broken rail hex & also maybe you could allow all rail repair units to have an option for manual control as that would benifit the Axis in the earlier stages.
Manstein63


The first part of your request is already on my list of suggestions, the second half though won't happen. It would have to be pretty complex to prevent abuse and I just don't see any extra effort being put into it. Right now you have limited control by assigning them to various Hq levels that will only send them out to repair rail within their own command radius. So if you want them to repair rail near the Hq, place them in the corps Hq's. You can also manually return them back to the Hq if you don't like where they are.

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Post #: 140
RE: Game Suggestions: - 4/30/2011 5:40:39 PM   
Zoetermeer

 

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I don't remember if this was present pre-1.04, but now in mud turns your units show their adjusted CV for mud as opposed to their "actual" value as it would be in clear weather turns. For the Soviet player in 1941, this makes it especially difficult to assess which formations you need to place in refit mode and focus on getting up to good combat strength, as you're shifting into preparation mode for the winter offensive. Basically every formation in the Red Army shows a CV of 1. During the summer of '41, I have a lot of units on refit, and I gradually scale this back as the winter approaches to distribute my manpower and armaments appropriately. Now, to determine if a division needs to refit, I have to not only look at overall TOE% but also at individual armament TOE percentages (how much artillery a division has, for example). It'd be nice to have a hotkey that you can use to switch between adjusted CV and actual CV. Maybe there's already a way to do this?

< Message edited by Zoetermeer -- 4/30/2011 5:41:31 PM >

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Post #: 141
RE: Game Suggestions: - 5/2/2011 3:12:55 AM   
Klydon


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I think most like playing with FoW on. However, having to tediously click for 15-20 minutes to get all your recon in is simply not fun. This also counts in time for having the AI do it, but since it doesn't do a very good job of it, you wind up flying a lot more to try to figure out where everything is at.

I don't have a good solution on how to fix this, but perhaps something along the lines of distance to the front combined with the number of aircraft and go with aircraft settings (like percent required to fly, etc) and just automate it. Right now, this is my least favorite thing to do in a game turn and it just flat sucks it takes so long, but it can't be helped, especially as a 1941 Axis where you really do need to try to figure out where the Russian units are at.

(in reply to Zoetermeer)
Post #: 142
RE: Game Suggestions: - 5/2/2011 3:49:48 AM   
Sabre21


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quote:

ORIGINAL: Klydon

I think most like playing with FoW on. However, having to tediously click for 15-20 minutes to get all your recon in is simply not fun. This also counts in time for having the AI do it, but since it doesn't do a very good job of it, you wind up flying a lot more to try to figure out where everything is at.

I don't have a good solution on how to fix this, but perhaps something along the lines of distance to the front combined with the number of aircraft and go with aircraft settings (like percent required to fly, etc) and just automate it. Right now, this is my least favorite thing to do in a game turn and it just flat sucks it takes so long, but it can't be helped, especially as a 1941 Axis where you really do need to try to figure out where the Russian units are at.



Well from what I have seen, many folks like to really plaster the area with recon. I'm talking a couple hundred or more recon missions. Then there are those that only prefer to do maybe 30 or 40. The ai can run the missions and you can keep hitting the ai button as many times as you like, but it will never be able to figure out where you want it to recon the most. Not to mention if you want to use recon as a deception. I look at recon as an important aspect and never let the ai run it for me nor would I want it to.

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Post #: 143
RE: Game Suggestions: - 5/2/2011 3:51:04 AM   
Sabre21


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quote:

ORIGINAL: Zoetermeer

I don't remember if this was present pre-1.04, but now in mud turns your units show their adjusted CV for mud as opposed to their "actual" value as it would be in clear weather turns. For the Soviet player in 1941, this makes it especially difficult to assess which formations you need to place in refit mode and focus on getting up to good combat strength, as you're shifting into preparation mode for the winter offensive. Basically every formation in the Red Army shows a CV of 1. During the summer of '41, I have a lot of units on refit, and I gradually scale this back as the winter approaches to distribute my manpower and armaments appropriately. Now, to determine if a division needs to refit, I have to not only look at overall TOE% but also at individual armament TOE percentages (how much artillery a division has, for example). It'd be nice to have a hotkey that you can use to switch between adjusted CV and actual CV. Maybe there's already a way to do this?


It would be nice to have a toggle for that, I'll add it to the list, but can't promise if it will happen.

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Post #: 144
RE: Game Suggestions: - 5/2/2011 2:47:03 PM   
Murat30

 

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thanks for the repply on my previous suggestion, what Sabre21 said there makes sense, i just have another one, the ability to upgrade obsolete ToE 'on the field' with a expenditure of administrative points on the given unit, i mean in overide of automatic upgrade, in example, you have one german motor 41 german div or 41 german panzer div and you may be able to expend a given value of administrative points and upgrade (if current date is right) the unit to 42 panzer/motor division ToE, so, you can manage to have a better army on less time at the cost of administrative points, thanks for any and all advice and repply,

with best regards,

Murat30.

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There is no plan of battle that survives the contact with the enemy.

(in reply to Sabre21)
Post #: 145
RE: Game Suggestions: - 5/2/2011 3:33:26 PM   
Sabre21


Posts: 8081
Joined: 4/27/2001
From: on a mountain in Idaho
Status: offline

quote:

ORIGINAL: Murat30

thanks for the repply on my previous suggestion, what Sabre21 said there makes sense, i just have another one, the ability to upgrade obsolete ToE 'on the field' with a expenditure of administrative points on the given unit, i mean in overide of automatic upgrade, in example, you have one german motor 41 german div or 41 german panzer div and you may be able to expend a given value of administrative points and upgrade (if current date is right) the unit to 42 panzer/motor division ToE, so, you can manage to have a better army on less time at the cost of administrative points, thanks for any and all advice and repply,

with best regards,

Murat30.


Several people have asked for this type of thing or something similar. Gary's decision to make the Axis production and reinforcement to be as historical as possible won't change in WitE. I'm hoping that when and if War in Europe gets created (a long time from now), a full player controlled production system will be implemented.

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(in reply to Murat30)
Post #: 146
RE: Game Suggestions: - 5/3/2011 9:39:14 PM   
lycortas

 

Posts: 74
Joined: 9/26/2008
Status: offline
Boris Shaposhnikov should be removed from the game. He was in ill health through WW2 and died in 45.
He never commanded Stavka, Stavka was headed by Timoshenko for the first week of the war and then by Stalin.

Mike

(in reply to Sabre21)
Post #: 147
RE: Game Suggestions: - 5/3/2011 9:44:29 PM   
Helpless


Posts: 11811
Joined: 8/27/2004
Status: offline
quote:

Boris Shaposhnikov should be removed from the game. He was in ill health through WW2 and died in 45.
He never commanded Stavka, Stavka was headed by Timoshenko for the first week of the war and then by Stalin.


He was head of GHQ which was central part of SVGK aka STAVKA.

_____________________________

Pavel Zagzin
WITE/WITW Development

(in reply to lycortas)
Post #: 148
RE: Game Suggestions: - 5/3/2011 10:16:26 PM   
lycortas

 

Posts: 74
Joined: 9/26/2008
Status: offline
I don't wish to be rude but being Chief of the General Staff does not make Shaposhnikov head of Stavka. He was a Stavka member but Timoshenko and Stalin headed Stavka.

If you wish to rename the unit 'Headquarters, General Staff' then he should command it till '43 but the General Staff does not command the Soviet military, Stavka does.

Mike

(in reply to Helpless)
Post #: 149
RE: Game Suggestions: - 5/4/2011 8:11:31 AM   
Helpless


Posts: 11811
Joined: 8/27/2004
Status: offline
quote:

General Staff does not command the Soviet military


It does.

Otherwise editor is free.

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Pavel Zagzin
WITE/WITW Development

(in reply to lycortas)
Post #: 150
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