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RE: Ok WISHLIST TIME after seeing & playing game

 
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RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 5:54:13 PM   
junk2drive


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The problem with horses is good 3d models and animation, plus mounting and dismounting and death.

Plus they can poop when they walk but have to stop to pee. Programmer's nightmare.

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RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 10:27:48 PM   
Ratzki

 

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Other then the poop and pee thing, which is beyond the skill of all but the best programmers, could horses be added as a 3d mod by anyone?

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RE: Ok WISHLIST TIME after seeing & playing game - 5/21/2011 10:31:20 PM   
junk2drive


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Yes but they will move like infantry or AFVs depending on what the maker choses. Maybe infantry wouldn't be so bad but then you couldn't mount troops.

edited

< Message edited by junk2drive -- 5/21/2011 10:32:54 PM >


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RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 1:17:36 AM   
Mad Russian


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There's no question that cavalry will be a challenge to do. That's one reason to maybe look at doing them in an expansion. Where all the resources are directed at doing them right. It will take a lot of resources to create cavalry units that will feel right.

Good Hunting.

MR


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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 154
RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 4:31:13 AM   
HintJ


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I know this has been mentioned before, but I think it would be really nice if we could have commander view from buttoned-up tanks. This is driving me a little crazy, because we had it in PCK. Let's just pretend it goes from commander view to gunner view while buttoned up.

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RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 4:51:25 AM   
Mobius


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quote:

ORIGINAL: HintJ
I know this has been mentioned before, but I think it would be really nice if we could have commander view from buttoned-up tanks. This is driving me a little crazy, because we had it in PCK. Let's just pretend it goes from commander view to gunner view while buttoned up.

I miss the lock on the tank and move along with it while watching it from the outside. I used that a lot when working on the model so I could see if the wheels were centered right and the track bits were moving correctly. Now I have to watch the tank go by.

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RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 4:54:58 AM   
Erik Rutins

 

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I'd like to get both of those back in too, for what it's worth.

Regards,

- Erik

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RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 6:13:31 AM   
Mad Russian


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The current list:

1. HQ gets a HQ ONLY command button  that branches off just like the  others so it can be given orders  without effecting its subordinates as  it does now.  

2.  Lower supression levels a little bit for infantry. It feels as if they  goto ground a bit too easily in the face of danger.  

3.  Add a no rout, hold at all costs feature like a last stand, what if   those units at Bastonge had the rout factors of the units in this game?   Besides realistically Hitler said no retreating.   Aggressive SOP Elite units are very resistant to routing Others are not so resistant and would benefit from a Hold At All Costs order.

4. Create a step feature for grass animations like trees. 3 steps would be fine instead of just on/off  

5. Of course I want a female partisan and a female sharpshooter.   

6. If possible perhaps a 30:0 per turn feature. I like 40:0 but more variety is always better.  

7. Recheck that FPS meter we get by pressing F1 somehow now I just   don't think it's working correctly. I got some 10-fps last night and had   LOWERED the settings from Ultra to High, my card is better than that   and I have a quad core cpu i7 3.2ghz Strange thing is the video is still   pretty smooth and it should be choppy at 10fps the only difference I   see is the objective flags flapping is different.  

The F1 FPS measurement is accurate.


8. When   setting up random battles give us an ability to choose "random" map at   the "template" choice point. I was surprised this wasn't already   implemented and I had to pick a map to play on. 

Already done and in the Ostfront release.

9. When   choosing what type of army group also put a "random" pick in that box  as  well instead of having to pick infantry, tank battallion, etc. etc.  I'd  like the computer to randomly pick what i get to play with  sometimes as  well. Even a custom choice and then put a ? on each type  of unit in the  mixed of combatants like infantry, trucks, armor,  artillery etc. etc.  to get a more random group of units to play with. I  like NOT KNOWING  what I'm going to get to command in a battle the  most.

Already done and in the Ostfront release.


10. To add damage effects to the 3d models?  Like  scratches from  non-penetrating hits, holes from shots that do  penetrate, track damage,  etc?  I would love to see that.

11. A unit pause command.

12. Text feedback when a unit starts firing at something, specifically:  what  it's firing at and with what. Sort of the same information that's   displayed in the lower left corner of the UI when you select a unit.

13. Unlimited Ammo feature.

14.  Unlimited waypoints

15.  Moveable waypoints

16.  Clicking on an enemy unit will hilight the human players units that are in its LOS.

17. The ability to transport  AT/Infantry guns.

18. The ability to have some influence on airstrikes.

19. A command system that is bit more straight forward when one wants give individual orders.

20. Destructible buildings.

21. A map editor that is much more intuitive. Realistically this probably will not happen but it would be nice.

Make 3 maps then we'll talk.


22. In my view the tac ai needs some improvement. Units sometimes make really bad choices.

23. Better display of maps to be chosen for Random battles and campaigns.

24. Larger Maps.

25. Larger unit limit when creating scenarios.

26. Unit order ques.

27.  A different color for the message when reinforcements arrive.

28. AA guns.

29. Reverse field of view so you could click on an enemy and see lines  indicating which of your units could see him.  That would be much better  than cycling through your units.

30. More verbose messaging.

33. Add 'codenames' or other designations to units so that during battle if I  see "*west flank group* Panzer III destroyed" I would know exactly  where to look.

34. Leave questionmarks longer, or the ability to put a marker on the map  so that if I see something I can put "Suspected KV-1" or the like.  It  wouldn't be good enough for area fire with a tank but it would keep my  small brain from forgetting what I saw.

35. Optional air recon.  If we could designate an area and have a Storch  fly over and give us some idea, it would be great.  An exposed tank  could be identified, and question marks for everything else.  You could  make it a chance based flyover so you could simulate the recon plane  having been shot down.  And futher you could make the information only  visible to units within radio contact.

36. Additional Russian campaigns.  And...maybe North Africa as a expansion pack?  :)

37. More sound

38. Towable guns.

39. Mud terrain doesn't create dust when rounds impact.

40. FOW for entrenchments and trenches.

41.Infantry graphics display for in game showing squads with correct number of men.

42. LOS indicator for what a unit can actually see. A shaded area or something.

43. More diverse experience levels for units beyond the current 3.

44. Infantry taking fire should get off of tanks but would stay in APCs.

45. Cavalry units. Both for infantry and artillery.

46. Motorcycle troops.

47. Kubel Wagons, Jeeps, Gaz...etc. The smaller vehicles.

48. End game on a specific turn.

49. End of game carry over of data.

50. Import/export to xml save game file.

51. Exit Objectives.

52. Company formations.

53. Battalion formations.

53. Rejoin formation orders.

54. Sound contacts.  

55. Quicker expansion/game release cycle for future additions to the series.

56. Mine clearance.

57. More editing controls for Random Campaigns.

58. Random campaign balance adjusted. Specifically gamer controlled points for both sides forces and Victory Levels.

59. Options for long campaigns such as renaming units and commanders, and keeping crews separated from vehicles.

60. Show suppression status of your units on / with the floating icons that show up in the main window view.

61. Ability to toggle off Russian Science of War in Random Campaign.

62. Ability to purchase or adjust random campaign units (even in somewhat ahistorical ways)

63. Ressuply out of ammo units.

64. Continue option for lost random campaign battles -- e.g. not to "Skip" it.

65.  End of battle tally of KIA, WIA etc...

66. Running campaign total of KIA, WIA for both sides.

67. Running campaign total of battles lost vs. battles won.

68. Different icons for different types of infantry and vehicles.

69. Add a "Next Target" hotkey.

70. Make complex orders possible. Example: Move + Advance + Defend

71. Being able to add a delay to an order.

72. Firing arcs.

73. Operational level for PC. Which would show units, supply level, etc...

74. Long Campaign (12 - 90 battles) for GD or 5th SS Wiking for expansion/patch.

75. An icon at the left of the HUD that shows vehicles buttoned up.

76. Some way to tell you how long the platoon will be delayed.

77. A face>Engage command. Face the target while engaging. Not just turning the turret towards the enemy.

78. Lock on vehicle view from the outside of the vehicle.

_____________________________

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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 158
RE: Ok WISHLIST TIME after seeing & playing game - 5/22/2011 3:51:05 PM   
victor charlie

 

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How about having gun crews crouching instead of standing?
I think that would look a lot more realistic.

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Post #: 159
RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 6:41:31 AM   
victor charlie

 

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Paratroops landing! :)

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RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 12:54:14 PM   
moet


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quote:

ORIGINAL: Mad Russian
78. Lock on vehicle view from the outside of the vehicle.

About camera htokeys, I would appreciate this :
- As we can go from view "1" to view "4", we should be able to go back from "4" to "1", instead of getting stuck on the fourth view.
- We should be able to unlock the unit view (tab) using the arrows or moving the cursor on the side of the screen.

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Post #: 161
RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 1:22:10 PM   
Mad Russian


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My camera view goes either up or down. Sometimes if I get too low it sticks a bit, but I've never had it stick on the high view.

I just wish I could win the PBEM against you. Since that's not over yet we'll see.

Good Hunting.

MR


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The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 162
RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 1:23:30 PM   
Mobius


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Views 1 through 4 are programmable. You set them by hitting something like cntl-1. This saves the location and when you hit 1 again the camera jumps to that position. ~ resets them all to defaults.

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RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 5:20:42 PM   
sztartur


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quote:

ORIGINAL: Erik Rutins

We've started working on the first update this week, more news soon.

Regards,

- Erik



Is there any news about the news?

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RE: Ok WISHLIST TIME after seeing & playing game - 5/23/2011 11:30:19 PM   
Mad Russian


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Yeah, the current news is Erik's on vacation.

Good Hunting.

MR


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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 165
RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 12:41:39 AM   
Mobius


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The developer is working on items. When Erik gets back we'll know more.


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All your Tanks are Belong to us!
panzer

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RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 1:30:40 PM   
sztartur


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quote:

ORIGINAL: Mobius

The developer is working on items. When Erik gets back we'll know more.



Is the bigger maps in the items?

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Post #: 167
RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 2:01:45 PM   
Mobius


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quote:

ORIGINAL: sztartur


quote:

ORIGINAL: Mobius

The developer is working on items. When Erik gets back we'll know more.



Is the bigger maps in the items?
No. Bigger maps probably won't be coming anytime soon as that requires changes to too many things.


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RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 2:50:48 PM   
sztartur


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Very very very bad news and big demotivation from my side as it was my #1 preference and hope. C'est la vie.


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Post #: 169
RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 2:54:21 PM   
junk2drive


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Artur have you played many battles on the 2k maps? Designed any yet?

As it currently is, the 2k maps are a strain on computing power and larger maps would be exponential. If we can optimise the system then things could change.

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RE: Ok WISHLIST TIME after seeing & playing game - 5/24/2011 3:08:06 PM   
sztartur


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I am still in the learnin phase BUT I have used the 3X3 km maps for CMBB.

I have in mind some ideas which I wanted to do in PCO. Now it seems it will not be possible. I see that if it has serious performance issue then that's it.


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RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 2:22:47 AM   
HintJ


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What happened to the light mortars?? They are not able to take shots unless they have line of sight?! I know this wasn't the case in PCK!

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RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 2:25:53 AM   
junk2drive


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It was like that in PCK. On map mortars need LOS to direct fire. They can area fire to areas that they have LOS to as well. CMx1 had FOs and HQ units that could plot on board mortars, but not PC.

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Post #: 173
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 2:49:05 AM   
HintJ


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quote:

ORIGINAL: junk2drive

It was like that in PCK.


Not true!

< Message edited by HintJ -- 5/25/2011 2:50:44 AM >


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RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:04:01 AM   
HintJ


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As you can see, a mortar can fire to a place it obviously has no line of sight:





Please bring this back!

Attachment (1)

< Message edited by HintJ -- 5/25/2011 3:05:35 AM >


_____________________________

"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
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Post #: 175
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:06:52 AM   
spellir74


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quote:

ORIGINAL: HintJ

As you can see, a mortar can fire to a place it obviously has no line of sight [in PzC K]:


Please bring this back!



Agree.

< Message edited by spellir74 -- 5/25/2011 3:08:01 AM >

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RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:15:59 AM   
junk2drive


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I was afraid that you would prove me wrong. I was too lazy to check. My apology.

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RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:21:33 AM   
Mad Russian


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quote:

ORIGINAL: sztartur

I am still in the learnin phase BUT I have used the 3X3 km maps for CMBB.


So have I. I've even made scenarios for CMBB using 3km maps.

I wouldn't get hung up on size. PCO plays very different from CMBB. So comparing the simple size of the maps in terms of game play is a serious under estimation of what PCO is capable of.

quote:


I have in mind some ideas which I wanted to do in PCO. Now it seems it will not be possible. I see that if it has serious performance issue then that's it.


It depends on your project. Since you don't say what it is there's no way of knowing if PCO is currently capable of doing it or not.

At the moment your computer doesn't have the ability to play a 3km PCO map. I can already make 2km maps that push PCO beyond it's limits.

PCO maps are restricted by a few things but lets take a look at a single texture and the ability of PCO to render it.

The textures are a result of how the scenario designer chose to display the terrain. There are two settings with a range from 1 to 999 and two other settings that have a range of 20 more. That's a texture display range of 399,200,400. Then there is a directional display for the terrain texture that covers the 360 degrees of the compass. If you consider that to be 360 more options for display you come up with a total of 12,201,553,224,000 different display options for a single texture in PCO. I'm pretty sure that's not a poly issue. I can display the terrain textures showing from completely smooth to completely rough and everything in between. No other games terrain display features come anywhere near PCO's ability for the designer to show a texture as they wish. Ours are not a single tile that displays only one way in the game but it's a single pixel shown any way the designer wants to show it.

PCO doesn't have tile based terrain for it's maps. Each pixel is displayed. When you do that it takes a lot of computing.

Erik has already said that we are looking at larger maps in the future. I would think that future is PC4 at best and not sooner. Making bigger maps available in PC looks to be a HUGE issue not something that just needs 2 lines of coding. But as Erik said he'll get with the programmer and see. Then he'll let us all know.

Good Hunting.

MR

Good Hunting.

MR


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to sztartur)
Post #: 178
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:28:46 AM   
HintJ


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quote:

ORIGINAL: junk2drive

I was afraid that you would prove me wrong. I was too lazy to check. My apology.

No apology needed, you just remembered it wrong! This was a great feature for the light mortars, which are now much, much less useful.

_____________________________

"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
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(in reply to junk2drive)
Post #: 179
RE: Ok WISHLIST TIME after seeing & playing game - 5/25/2011 3:34:58 AM   
junk2drive


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Since we added ammo counting, they are even more "much less useful". The good news is that light mortars don't do much anyway. Russian 120s can ruin your day.

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(in reply to HintJ)
Post #: 180
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