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RE: The Great Wishlist Thread

 
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RE: The Great Wishlist Thread - 1/2/2012 8:14:48 PM   
Rasputitsa


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quote:

ORIGINAL: bairdlander
Most of the wishlist items are already included in other GC games,why not just play them?Keep this one simple and adding too much takes away from the simplicity.


Then why have we got a wishlist ?


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Post #: 61
RE: The Great Wishlist Thread - 1/2/2012 10:03:07 PM   
doomtrader


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The wishlist is to make wishes.
I'm considering all requests.
We need to check is something possible to be done within reasonable amount of time, how does it impact the gameplay and the AI.
If something become accepted, it is added onto to do list, not all request are already checked as we have got our hands full of work with the patch and the new scenario.
I'm hoping that after releasing of the first patch we will be able to sort the list a little bit.

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Post #: 62
RE: The Great Wishlist Thread - 1/4/2012 8:21:57 PM   
zoot

 

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would it be possible for the allies to perform more amphib landing? Their feelts seem to sail around with alot of amphibs, but they seped so much time at sea ,just sailing around that they mostly get sunk.
zoot

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Post #: 63
RE: The Great Wishlist Thread - 1/4/2012 8:23:23 PM   
zoot

 

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could a notice be posted on the screen when I or my allies are invaded.
zoot

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Post #: 64
RE: The Great Wishlist Thread - 1/5/2012 5:20:23 PM   
zoot

 

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I think that a fighter should be able to make only two interceptions a turn, like bombers can only bomb twice. In my game one carrier can intercept many, many air strikes.
zoot

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Post #: 65
RE: The Great Wishlist Thread - 1/5/2012 11:54:42 PM   
aspqrz

 

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quote:

ORIGINAL: zoot

I think that a fighter should be able to make only two interceptions a turn, like bombers can only bomb twice. In my game one carrier can intercept many, many air strikes.
zoot


Well, each game turn does represent a whole week of time ...

I believe the problem with Intercepts is that they are too effective and occur at ridiculously long ranges, get those things balanced and they will occur less often.

Phil

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Post #: 66
RE: The Great Wishlist Thread - 1/8/2012 9:43:15 PM   
Greyshaft


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Cant remember if I already asked for this in the wishlist...

I would like access to more data when faced with making choices via event dialog boxes


see this post


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Post #: 67
RE: The Great Wishlist Thread - 1/14/2012 4:28:38 PM   
gwgardner

 

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Ships that stay at sea too long should start taking hits. eg UK's time at sea max is 10 turns, then on the 11th and subsequent turns at sea it should have a chance of taking a hit, representing maintenance that isn't getting done


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Post #: 68
RE: The Great Wishlist Thread - 1/14/2012 11:50:56 PM   
aspqrz

 

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+1

I've missed this a couple of times already.

Phil

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Post #: 69
RE: The Great Wishlist Thread - 1/26/2012 6:48:42 PM   
Rex

 

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I've seen this mentioned in another thread but it's worth repeating: more detailed air combat result information. I didn't even notice for a long time that I was losing fighters when my ground units were being attacked by bombers.

On map air strike results when the AI attacks (the summary text for battles on the map instead of in the pop up box). Currently, if you turn off the combat results box for the AI, there is absolutely no indication that there even was an air strike. I'd also like to see the on map results for fighters that lose a strength point as a result of an enemy air strike.

The ability to bomb airfields. Right now all you can do is send fighters against enemy air assets (and for some reason they don't seem to fare well against bombers).

*edit* ...and a hotkey to turn the fog of war darkened hexes on and off.

< Message edited by Rex -- 1/27/2012 12:05:58 AM >

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Post #: 70
RE: The Great Wishlist Thread - 1/30/2012 11:43:25 PM   
gwgardner

 

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RR movement should have a rational distance limit. Shouldn't be able to move a unit from the Atlantic to the Volga in one week.

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Post #: 71
RE: The Great Wishlist Thread - 1/31/2012 7:20:48 AM   
Greyshaft


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quote:

ORIGINAL: gwgardner

Ships that stay at sea too long should start taking hits. eg UK's time at sea max is 10 turns, then on the 11th and subsequent turns at sea it should have a chance of taking a hit, representing maintenance that isn't getting done


I haven't seriously played as UK yet so I may be missing something here... is there a single page report that tells you the supply/attrition status of all of your forces at sea? Or do you need to examine each fleet individually to see which ones need to return to port for more food and ammo etc.


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Post #: 72
RE: The Great Wishlist Thread - 2/1/2012 5:19:01 AM   
Razz


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It's not that hard to remember your status.

Group your ships into fleets and send them on missions.

Then hit the U key and look at fleets. You can sort by time at sea.

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Post #: 73
RE: The Great Wishlist Thread - 2/1/2012 5:48:00 AM   
Razz


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quote:

ORIGINAL: gwgardner

RR movement should have a rational distance limit. Shouldn't be able to move a unit from the Atlantic to the Volga in one week.


I've been asking for a SR range parameter for over two years.

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Post #: 74
RE: The Great Wishlist Thread - 2/1/2012 8:35:53 PM   
Greyshaft


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Is there a way to quickly see the experience level of a group of units or do you need to click on them individually?

In a previous thread I suggested being able to hit a key to temporarily change the color of units out of command range.
Perhaps another key could temporarily change their color to reflect their experience? Maybe a darker shade shows more experience?
That way its easy to decide which units should be in the front line.

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Post #: 75
RE: The Great Wishlist Thread - 2/2/2012 2:19:07 AM   
Razz


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Ships do not gain Experience. They use their Commander.

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Post #: 76
RE: The Great Wishlist Thread - 2/2/2012 3:18:49 AM   
Greyshaft


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quote:

ORIGINAL: Razz
Ships do not gain Experience. They use their Commander.


I'm not talking about ships.
I'm talking about land units. It's a pain to click on each Corp in a group to find out which is the best.

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Post #: 77
RE: The Great Wishlist Thread - 2/2/2012 5:18:34 AM   
Razz


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Try this option:

You can rename units so they are all identified into groups then use the Hotkey "U" for unit Command.

Then you can sort by Name or strength. If you sort by name you will see all in your command group.

When you click on the unit. The map will move to it.

In order for it to work correctly, I suggest you download the Gui Mod, which makes the panels opaque.

Then when you click on the unit you will see it on the map much easier. Actually I just checked the Mod. You have to ask the make to make the center screen Opaq to make it work.

I'm sure he will do it and repost the Mod.


I use the strength numbers on the units and usually can tell which unit I want to use for an attack.

Hardly ever do I do a single attack as I use the multi side attack function to get the bonus.

So I Plan first and then move the units. as I move the units I view there experience. After moving the three units I already know win which order I want to attack if I decide on a singular battle.

The option I offered above will work. I suggest trying it and then give us feed back.

This is the best that I can think of off the top of my head.


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Post #: 78
RE: The Great Wishlist Thread - 2/2/2012 10:22:11 AM   
Greyshaft


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I asked for a quick way to compare experience... the answer seems to be that there is not.
Then my wish is for a quick way to visually rank a group of units (say 12 to 15 corps along a section of the front) by experience so that I can select the best ones for the next assault on the local enemy strongpoint. A hotkey that changes the color intensity of the units (darker is more experienced) seems an option.
It may be impossible but there is nothing wrong with wishing for it.

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Post #: 79
RE: The Great Wishlist Thread - 2/3/2012 8:04:43 AM   
doomtrader


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quote:

ORIGINAL: Greyshaft

I asked for a quick way to compare experience... the answer seems to be that there is not.
Then my wish is for a quick way to visually rank a group of units (say 12 to 15 corps along a section of the front) by experience so that I can select the best ones for the next assault on the local enemy strongpoint. A hotkey that changes the color intensity of the units (darker is more experienced) seems an option.
It may be impossible but there is nothing wrong with wishing for it.


When I want to compare unit's experience, I'm looking at the stars under the unit. More starts more experience. I'm not able to imagine any faster way.

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Post #: 80
RE: The Great Wishlist Thread - 2/3/2012 11:47:53 PM   
Borsook


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I don't know how about the rest of you, but I'm still not that happy about the feedback from subs. Ideally I'd like to get a pop-up after each turn with a summary of all the convoy hunting activity, together with any related events for UK, having to check different reports every turn is still a bit tedious...

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Post #: 81
RE: The Great Wishlist Thread - 3/4/2012 12:23:22 PM   
ajarnlance

 

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1) HQ units please. Allow us to see the units under the command of each general: maybe by clicking on the general the units under command could be highlighted.
2) It is too difficult to distinguish units that have expended their APs from units that can still move. Maybe 'grey out' units that have no APs left. OR make units with AP left blink.
3) Reduce the size of the pop-up boxes. Have the option to turn off the boxes completely. Just have a quick message appear over the units involved in combat (like the 'air strike' message). So the deaths head appears if unit is destroyed, white flag if it surrenders and the strength loss appears as numbers over all involved units.
4) Allow easier movement of naval units. Instead of a pop-up box have a right-click menu to select the unit to move from the stack.

Thanks!!

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Post #: 82
RE: The Great Wishlist Thread - 3/5/2012 12:13:53 PM   
ajarnlance

 

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PS My ultimate wish is for a combination of Time of Fury with Storm over the Pacific to create a truly GLOBAL WWII game that encompasssthe entire war!!

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Post #: 83
RE: The Great Wishlist Thread - 3/5/2012 12:15:39 PM   
ajarnlance

 

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I totally agree with this one. Right now it feels like your subs are having no effect. Please update every turn with info on convoys sunk etc...

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Post #: 84
RE: The Great Wishlist Thread - 3/13/2012 3:47:08 AM   
Polonthi

 

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Just bought this game a few days ago as eager to play some Strategic game that stays playable.

Still probing around but so far I have one BIG problem with the game.

Why can't the German and its Axis allies move together? or do I missed some "Preferences" parameter somewhere?

I'm really dumbfounded by this as it would mean no possibility of a coordinated attack with German and Italian troops in Egypt or with Rumanian/Hungarian troops in the East front. Historically it's a non-sense so is there really something I'm missing?

If not that would be my most important wish for this game at this stage.

Cheers,

Philippe

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Post #: 85
RE: The Great Wishlist Thread - 3/13/2012 3:58:40 AM   
Polonthi

 

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Agreed with 2), this would help to know which units have not moved yet or moved already. Unit with -0- AP could be highlighted in some way.

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Post #: 86
RE: The Great Wishlist Thread - 3/13/2012 4:21:37 AM   
doomtrader


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This depends on the unit skins you choose.

Also, you can just jump to another unit with AP, by pressing TAB.


Every time you are attacking, and there are allied units adjacent to yours you are gaining a bonus to the strength.

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Post #: 87
RE: The Great Wishlist Thread - 3/14/2012 3:32:50 AM   
Polonthi

 

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Indeed the "TAB" function helps quite a lot.

Yesterday I did spend quite a number of hours doing the start of the Grand Campaign once again. Only way to learn the game but now I have a few observations that are a problem for me and as it seems part of the game engine I don't see it fixed.

So will most probably play this campaign till the end then mothball that game till it's fixed.

- Axis countries should all move together, not one by one.
- What's the point to have a Slovakian army if it needs to fight alone Russian troops
- Italian troops in the desert can't attack with German troops if you create the Afrika Korps

- German troops use German Sea Transport in the Med and not the Italian one.
- So are those ships send by rail to the Med then send back to the North Sea over the weekend
- As Germany can build many more TP then the Italian it's of course great for sending enough troops to take Egypt but
not realistic at all.

- With the Lufwaffe I can:
- Use my fighters to destroy the RAF but can't deal with a CV onboard plane, therefore they can intercept everything I launch
at it
- I can't escort my bombers on a bombing run
- Tactical bombers can't bomb other plane units. Not even other Tac or Strat Bombers. I could understand a chance not to find
them on the runway at the time of the attack, but not possible at all
- Planes are destroyed once attacked on the ground. No chance to rebase before the attack?

For the rest the game is fun enough to play without being to complex, the AI isn't that great but no AI ever is as I play wargames for 20 years now so not an issue.

I could play this game quite often and would love to do a PBEM but not untill Axis units can move together and the Kriegsmarine can't send transports to the Med... unless of course Gibraltar would be conquered for example.

At last some more explanations would be interesting especially on events.

I got the one for Sealion, spend 300 PP and so far I wonder for what benefits??? Not clear. Is there a list with full details of all events in the game?

Cheers.

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Post #: 88
RE: The Great Wishlist Thread - 3/14/2012 6:37:24 AM   
Polonthi

 

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Well just thought that a quick fix for the Axis not moving in sync would be an option to lend troops to another country.

If we could add an owner option on top of each troop details then we could change a German Armored Division from being "owned" by Germany to Italy and therefore that troop would move during the Italian turn, use the Italian ships (transport), and so forth.

Replacement for that troop could be lend by Germany as well if we could send PP between countries.

That way for the Eastern front and Slovakian, Hungarian, Rumanian troops could be lend to Germany and move and attack together, combining their weaker troops with the Whermacht.

Would imagine this should be possible and not to hard a fix.

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Post #: 89
RE: The Great Wishlist Thread - 3/14/2012 8:07:11 AM   
doomtrader


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Actually the Germans did transported couple of subs and smaller attack boats by land to the Black Sea.

However as we wanted to make the game accessible for more casual players we decided to simplify couple of things. All of the issues you have mentioned above are not broken, only the design decisions, so I don't think they might be fixed.
There are very limited situations in the real life when units were directly controlled by other countries. Africa case is indeed one of those rare situations, but I would like to avoid changing whole game to represent those.


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Post #: 90
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