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RE: Wish List - 6/16/2012 7:52:14 PM   
MacMarkus

 

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quote:

ORIGINAL: ericbabe

It's good to hear there are people interested in the AI scripts. I wasn't sure there would be. I'll put this on my to-do list.


...perfect - looking forward to this...

Mac

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Post #: 31
RE: Wish List - 6/17/2012 2:53:00 PM   
KEYSTONE07950

 

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quote:

ORIGINAL: ericbabe


quote:

ORIGINAL: MacMarkus
I would greatly appreciate if somebody (either Matrix/Slitherine or community) would write down some pages of a "starter to AI-scripting"...


It's good to hear there are people interested in the AI scripts. I wasn't sure there would be. I'll put this on my to-do list.



I second the request for tutorials on AI scripting.

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Post #: 32
RE: Wish List - 6/17/2012 8:37:12 PM   
Ratzki

 

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+1

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Post #: 33
RE: Wish List - 6/19/2012 8:10:02 PM   
Suul

 

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I would request a shader fix for the editor so that I can run it on my laptop.


Thanks

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Post #: 34
RE: Wish List - 6/19/2012 9:07:06 PM   
ericbabe


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quote:

ORIGINAL: Suul
I would request a shader fix for the editor so that I can run it on my laptop.


You can do this right now by adding a command line argument to a shortcut to hexgame.exe. (C.f. http://www.matrixgames.com/forums/tm.asp?m=3100186). The command line arguments would be:

lowres ps2.0 editor

Adding a link to this in the installer would be a good idea.

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Post #: 35
RE: Wish List - 6/19/2012 10:37:03 PM   
patchogue


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After opponent's turn - have the option to jump back to active unit - the drift is boring and hard on the eyes!

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Post #: 36
RE: Wish List - 6/21/2012 3:59:38 AM   
genehaynes

 

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Great game, here's some improvements that I would like to see:

Better AI scripting. After playing several scenarios I noticed some strange actions by the AI. For example in the Bug River scenario the Russian AI wasn't aggressive enough. There was one turn where a BT7 did a pivot THREE consectutive times. The Russians need to capture victory hexes, not pivot in place. I won playing the Germans by a large margin, mainly because being on the defensive and all I did was place my units in good cover, use Hide and Hasty defense actions and let the Russians come to me. However, when I played as the Russians, the German AI placed many units in open terrain, had units in bunkers facing AWAY from the map, and finally moved them around unnecessarly. There was another scenario (I think it was Assualt on Pedgez??), where the Russian AI moved units out of a bunker (on a hill) directly towards my Lmgs where they were destroyed. I know playing against the AI can never be as challenging as playing against a human opponent, but I think with more thought and effort the AI actions can be greatly improved. As others have previously posted I would like to see a tutorial about AI scripting.

Finially, one little thing I think would be helpful would be the ability to click on the last "combat" message and jump to the location of your unit that was referred to in the message.

Love the game!!

(in reply to MacMarkus)
Post #: 37
RE: Wish List - 6/22/2012 6:43:05 AM   
Ratzki

 

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I do not know if it is possible but a couple additions to the unit lists would be great. I would like to see the snub nose 76mm Russian regimental gun and a German armoured car like the 222.

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Post #: 38
RE: Wish List - 7/1/2012 1:38:17 PM   
noelsacid

 

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Hi there - i made a mistake and posted this over in tech improvements. maybe it would be better here

My suggestion would be a "simplified chit" visual setting to make units easier to tell apart. I play top down, bloom off, chit view on a large screen, but I still have to use the hover to identify units in a large game, as the chit designs just aren't very clear. As some people have said, they are a little fuzzy, even with bloom off.

My suggestions for an optional "simplified chit" visual setting would be to remove all those stats (which are visually very distracting, and which are easily accessible on hover anyway) and to replace the low contrast coloured graphic with a larger black silhouette or some other easy-to-determine icon. The direction indicator would obviously stay.

I understand that some would want the game to simply mirror the boardgame, which is cool, but an option for the minimalist would be nice, and hopefully not too much work. I feel like all I need to know is basically what the unit is, and which direction it is facing. Is there any hope of implementing something like this? for 3D view, an option to keep persistent hovering unit descriptions would also be great.

(Ideally i would like the freedom to put my own custom graphics on the chit, but appreciate that artwork in this game is not easily moddable)

cheers

(in reply to Ratzki)
Post #: 39
RE: Wish List - 7/21/2012 3:35:43 AM   
junk2drive


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Hotkey to flip the camera view 180 degrees. Second side player gets the viewpoint of player one toward player two. Crtl wheel works well enough but a key would be nice.

L key LOS be an optional item.

Random Cards be an optional item.

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Post #: 40
RE: Wish List - 9/1/2012 8:58:07 AM   
Double Deuce


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I've seen mention of it already but I would really like to see more units from the CoH boardgame added in especially the German Armored Cars. Would also like to see the rest of the cards added into the available card deck, especially the Weapon Cards.

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Post #: 41
RE: Wish List - 9/13/2012 4:00:58 PM   
Charly G


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Additionnal Firefights can't be played in the multiplayer lobby game. When you want to host a new game, it's not available.
I would like it will be possible to play in the multiplayer lobby game the scenarios created by players.

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Post #: 42
RE: Wish List - 9/13/2012 4:28:21 PM   
Double Deuce


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quote:

ORIGINAL: Charly G

Additionnal Firefights can't be played in the multiplayer lobby game. When you want to host a new game, it's not available.
I would like it will be possible to play in the multiplayer lobby game the scenarios created by players.

I thought if the files were added to the ../Matrix Games/Conflict of Heroes Awakening the Bear/Data/Scenarios/Awakening the Bear folder you could play them in the MP Lobby? http://www.matrixgames.com/forums/fb.asp?m=3155335

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Post #: 43
RE: Wish List - 9/13/2012 4:58:24 PM   
Charly G


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I think you'r right.
But if you follow (9. using custom firefights) in the game manual.
Unzip the scenarios to the My Documents/Western Civilization Software/Conflict of Heroes - Awakening the Bear/Data/Scenarios folder or Maps folder and then they will show up in-game in the Play Game -> Additional Firefights menu.
It's very confusing. Why an additionnal Firefights menu if you can't use it to play in the MP lobby.

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Post #: 44
RE: Wish List - 9/13/2012 11:28:10 PM   
Jamm


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Charly, you have to place them in your Matrix games folder.
In one of their original scenario sections say Awakening the Bear, or others.
Then they are available for mp. I've done this and played them in the lobby.

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Post #: 45
RE: Wish List - 9/20/2012 8:08:32 PM   
Charly G


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Thanks for the information.
What's the use of My Documents/Western Civilization Software/Conflict of Heroes - Awakening the Bear/Data/Scenarios folder or Maps folder if not necessary ?

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Post #: 46
RE: Wish List - 9/20/2012 9:50:19 PM   
Jamm


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quote:

ORIGINAL: Charly G

Thanks for the information.
What's the use of My Documents/Western Civilization Software/Conflict of Heroes - Awakening the Bear/Data/Scenarios folder or Maps folder if not necessary ?



I don't know why it was designed this way because you have to do a workaround to play custom scenarios online.

4 map files go into Matrix games/ ConflictofHeroesAwakeningtheBear/Data/Maps

2 scenario files go into Matrix Games/ConflictofHeroesAwakeningtheBear/Data/Scenarios/AwakeningtheBear
or /FrontierFirefights or /TheCommandingHeights
or /PointBuyFirefights

Put them into those folders and they should be available when in the lobby.


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Post #: 47
RE: Wish List - 9/21/2012 1:12:32 AM   
ericbabe


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quote:

ORIGINAL: Charly G
Thanks for the information.
What's the use of My Documents/Western Civilization Software/Conflict of Heroes - Awakening the Bear/Data/Scenarios folder or Maps folder if not necessary ?


It's designed this way because Microsoft specs are that applications allow users to store all user data in a unified location off of the (My)Documents directory.

For the next patch we've added a "Custom Lobby Firefights" folder inside the main game directory. Any custom firefights placed here will be available in the lobby. I've added code in the next patch that will prevent the game from crashing if you try to play a firefight in the lobby that you don't actually have on your hard-drive.


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Post #: 48
RE: Wish List - 9/21/2012 5:57:16 AM   
Double Deuce


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Isn't that folder setup a security thing that started with the VISTA version of Windows, that User Account crap or sum such?

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Post #: 49
RE: Wish List - 9/21/2012 5:02:05 PM   
ericbabe


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quote:

ORIGINAL: Double Deuce
Isn't that folder setup a security thing that started with the VISTA version of Windows, that User Account crap or sum such?


I think it is part of that change. If the computer has certain UAC settings, then the game editor won't be able to write any files to the game directory. Beyond security reasons, Microsoft was also encouraging applications to put all their user data files in one place so that when you want to back up your files, all you have to do is back up your (My)Documents directory, and then all your user files will be backed up.

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Post #: 50
RE: Wish List - 10/3/2012 2:13:23 AM   
JMass


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quote:

ORIGINAL: junk2drive
Hotkey to flip the camera view 180 degrees. Second side player gets the viewpoint of player one toward player two. Crtl wheel works well enough but a key would be nice.


quote:

laska2k4
- smaller font for UI (battle log)
- smaller unit info panel


+1

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Post #: 51
RE: Wish List - 11/12/2012 3:50:17 AM   
Gerry

 

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Hello All:

I notice that most of the map is dark (very dark) to indicate you cannot see these hexes. Good idea but the implementation takes away one of the beauties of the boardgame (the beautiful maps). It really looks very ugly IMO. Which is sad as the maps are actually very nice.

Any other way to show LOS that does not make the map look so dark/ugly?

Gerry

(in reply to JMass)
Post #: 52
RE: Wish List - 11/17/2012 3:34:06 PM   
PKH

 

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I'd like the movement/heading arrows to be displayed on top of any units in the hex a unit is about to move into. It can be hard to see at the moment when there are other units in that hex.

(in reply to ericbabe)
Post #: 53
RE: Wish List - 12/25/2012 6:55:04 PM   
junk2drive


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Side specific briefings. That way a player can know of his arty, wire and trenches, reinforcements, ahead of setup and maintain FOW. However as it currently stands, you can see your opponent's reinforcements and setup zone. So then...

Different levels of FOW: none, limited, extreme

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Post #: 54
RE: Wish List - 12/26/2012 1:16:02 AM   
tsnouffer


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In the game log at the bottom of the screen some sort of treatment that breaks up the actions between units. Meaning make it easier to tell what just happened by highlighting all of the relevant text from the latest action. Alternatively, alternate shading for each subsequent action.

As it is now, it runs together too much for me.

Thanks!

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Post #: 55
RE: Wish List - 12/30/2012 10:34:55 PM   
Gerry

 

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I would like the map damage due to mortars and artillery to be toned down (I love the maps!). The map looks pretty ugly after a round. Just make the craters smaller? Would not change the game effects.

Gerry

(in reply to tsnouffer)
Post #: 56
RE: Wish List - 12/31/2012 11:35:41 AM   
Jamm


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quote:

ORIGINAL: Gerry

I would like the map damage due to mortars and artillery to be toned down (I love the maps!). The map looks pretty ugly after a round. Just make the craters smaller? Would not change the game effects.

Gerry

+1
It covers up terrain, and you have no idea what it is.


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Post #: 57
RE: Wish List - 1/5/2013 8:08:26 PM   
**budd**


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smaller UI
ability to close left and right info panels independently
multi story buildings
more board game maps
ability to use the L key in deployment screen
more FOW in info panel...right now it displays something like russian infantry #12 moves or names an APC moves...shouldn't it be more generic when you cant see the unit, or sound clues if there close enough to your units..i.e. russian armor moves. I don't think it should identify the unit if you have no LOS.
more city fights!!!!!!

< Message edited by **budd** -- 1/5/2013 8:15:00 PM >


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Post #: 58
RE: Wish List - 1/5/2013 11:19:58 PM   
Ichili

 

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+1 to what **budd** says, and also:

Panzergrenadiers
STGs assault guns
T-60 tanks
Sewer movement
Day and night (and transitions between them: for instance, "The First Bid" scenario from Valor of The Guards - the initial German attempt to capture the Train Station at Stalingrad- starts at 16:30 and ends well into the night)
German and Russian Infantry guns

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Post #: 59
RE: Wish List - 1/5/2013 11:33:20 PM   
VR_IronFist


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quote:

ORIGINAL: Ichili

+1 to what **budd** says, and also:

Panzergrenadiers
STGs assault guns
T-60 tanks
German and Russian Infantry guns


These are all in Storms of Steel, the planned sequel for this year.

quote:

ORIGINAL: Ichili
Day and night (and transitions between them: for instance, "The First Bid" scenario from Valor of The Guards - the initial German attempt to capture the Train Station at Stalingrad- starts at 16:30 and ends well into the night)


The plan is for the board game to implement this with Guadalcanal, which hasn't been released yet. Doesn't mean it can't in the PC game sooner, just fyi.

(in reply to Ichili)
Post #: 60
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