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RE: Is this here the right place?

 
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RE: Is this here the right place? - 7/23/2012 1:19:43 PM   
**budd**


Posts: 1466
Joined: 7/4/2009
From: Tacoma
Status: online
How about an option screen for the counters,so you can pick what is displayed on the counters. Combat command has something like this.

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Post #: 31
RE: Is this here the right place? - 7/23/2012 1:52:40 PM   
Templer


Posts: 951
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From: Nürnberg, Germany
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quote:

ORIGINAL: **budd**

How about an option screen for the counters,so you can pick what is displayed on the counters. Combat command has something like this.

That might not be a bad solution.

Please see post number 15 again.
The representation of the left image with the silhouette + CV is not available for the small counter with the NATO symbols + CV.
The right image shows an image from the AI calculations.

So the NATO symbols for the representation of "small-counter next to each other" are already integrated in the game.

Why can't I use this representation (small-counter next to each other + NATO symbols + CV) on my planning map?

The silhouettes look for a war game / strategy game inappropriate and unprofessional! Period!

(in reply to **budd**)
Post #: 32
RE: Is this here the right place? - 7/23/2012 2:01:43 PM   
Treale


Posts: 1263
Joined: 8/10/2003
From: Central Florida
Status: offline
Can you zoom the map using the wheel on your mouse, or do you still have to use the +/- keys?

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Post #: 33
RE: Is this here the right place? - 7/23/2012 2:12:23 PM   
LarryP


Posts: 3220
Joined: 5/15/2005
From: Carson City, NV
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Mouse wheel. Yaayyy! As you can tell, it made me happy.

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Post #: 34
RE: Is this here the right place? - 7/23/2012 2:34:17 PM   
Treale


Posts: 1263
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From: Central Florida
Status: offline

quote:

ORIGINAL: LarryP

Mouse wheel. Yaayyy! As you can tell, it made me happy.


That's a good thing! I'm still not sure of a Regiment level Case Blue? That has to be a lot of units to move around.

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Post #: 35
RE: Is this here the right place? - 7/23/2012 3:08:54 PM   
Templer


Posts: 951
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From: Nürnberg, Germany
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quote:

ORIGINAL: Treale


quote:

ORIGINAL: LarryP

Mouse wheel. Yaayyy! As you can tell, it made me happy.


That's a good thing! I'm still not sure of a Regiment level Case Blue? That has to be a lot of units to move around.

There is a button for group movement of units (hotkey g).
That makes things a little more bearable.

< Message edited by Templer -- 7/23/2012 3:13:46 PM >

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Post #: 36
RE: Is this here the right place? - 7/23/2012 3:18:15 PM   
Treale


Posts: 1263
Joined: 8/10/2003
From: Central Florida
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quote:

ORIGINAL: Templer

quote:

ORIGINAL: Treale


quote:

ORIGINAL: LarryP

Mouse wheel. Yaayyy! As you can tell, it made me happy.


That's a good thing! I'm still not sure of a Regiment level Case Blue? That has to be a lot of units to move around.

There is a button for group movement of units (hotkey g).
That makes things a little more bearable.


The game seems pretty similar to WtP in it's mecahnics. Which is a good thing. I just tire quickly of moving and keeping track of loads of units. But that's just me ....Lots of people love to micro manage.

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Post #: 37
RE: Is this here the right place? - 7/23/2012 3:28:47 PM   
ComradeP

 

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I don't think Speed is overpowered, it's not like you get another full move. It generally allows you to move 1 or 2 extra hexes. As the duration of attacks depend on AP's, it's not a powerful offensive tool either because if you can attack again using it, it will be a short fight.

I'd even go as far as saying that you need it to get clean breakthroughs with an encirclement (threat) that the enemy can't just counter by walking out of it or with some minor reorganization. Also keep in mind that AP's will generally drop over time due to getting further away from the supply source, so Speed might not get you even 100 AP's. The time scale already reduces the consequences of the lack of mobility of the Soviets substantially.

There's a significant command point hit when changing HQ's, so a reassigning loop is a serious waste of command points for a very marginal benefit.

Maybe a slight increase in cost could work, but at the moment I'd be against nerfing it.

-

As a suggestion: a revision of the auto entrenchment rule so that you only get part of the benefit it currently gives after moving into a hex. Considering the infrequent availability of artillery, casualties from dislodging units from a difficult terrain hex they entered in their phase of the turn can be a serious pain.

< Message edited by ComradeP -- 7/23/2012 3:30:04 PM >


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Post #: 38
Suggestions / requests: - 7/23/2012 4:30:34 PM   
Templer


Posts: 951
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From: Nürnberg, Germany
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Suggestions / requests:

- Higher (fighting) values ​​for the SS.
- Higher Hard Attack values ​​for the pioneers.
- Hotkey for easy quick centering selected unit on the map.

< Message edited by Templer -- 7/28/2012 1:06:15 PM >

(in reply to ComradeP)
Post #: 39
RE: Suggestions / requests: - 7/23/2012 5:55:04 PM   
ashenz

 

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If you decide to implement 'undo' function, please prevent it from being used as cheating tool.

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Post #: 40
RE: Suggestions / requests: - 7/23/2012 6:32:52 PM   
Templer


Posts: 951
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From: Nürnberg, Germany
Status: offline
Suggestions / requests:

- The Russians should have bonuses in wintertime.
We say in the later years of the war in any case!

< Message edited by Templer -- 7/28/2012 1:06:34 PM >

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Post #: 41
RE: Suggestions / requests: - 7/23/2012 7:13:37 PM   
Mark Hemns

 

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I had the same problem with misplaced moves during beta testing although the problem does tend to go away as you get used to the interface.
I always switch on the Autosave option, so that at worse you only lose the turn you are on if you make a mistake.

quote:

ORIGINAL: ashenz

If you decide to implement 'undo' function, please prevent it from being used as cheating tool.


That is why an Undo function was rejected when it was suggested in beta testing.

(in reply to ashenz)
Post #: 42
RE: Suggestions / requests: - 7/23/2012 11:43:27 PM   
Templer


Posts: 951
Joined: 1/5/2009
From: Nürnberg, Germany
Status: offline
Suggestions / requests:
- If you click to cycle the regiments in the info bar then the corresponding regiment counter on the map shout jump in front of the stack an the map!

< Message edited by Templer -- 7/28/2012 1:06:52 PM >

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Post #: 43
RE: Is this here the right place? - 7/24/2012 12:43:39 AM   
krupp_88mm


Posts: 411
Joined: 10/13/2008
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quote:

ORIGINAL: ComradeP

I don't think Speed is overpowered, it's not like you get another full move. It generally allows you to move 1 or 2 extra hexes. As the duration of attacks depend on AP's, it's not a powerful offensive tool either because if you can attack again using it, it will be a short fight.


Your right, i guess i used the wrong terminology. I dont really think its overpowered, as much as it is a little cheese, with resigning units to an hq to play another card on them, i know it lowers readiness. But it seems when you reassign a unit you shouldn't be able to play any cards on it the first turn of reassignment. Or something like that. I do however find myself using the speed card more than any other card though. Because the nature of the game outmaneuvering is the way to go over fighting.

I dont know if requiring a delay for the card to be played a round is good, because it might be hard to remember which units you played the card on. If there was a unit marker that could highlight units with active speed or other bonus' than i dont think it would be a terrible idea, because it would increase the strategic planning. But other than that it might be more annoying.

< Message edited by krupp_88mm -- 7/24/2012 12:45:08 AM >

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Post #: 44
RE: Is this here the right place? - 7/24/2012 3:46:28 PM   
Vic


Posts: 3655
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: krupp_88mm

quote:

ORIGINAL: ComradeP

I don't think Speed is overpowered, it's not like you get another full move. It generally allows you to move 1 or 2 extra hexes. As the duration of attacks depend on AP's, it's not a powerful offensive tool either because if you can attack again using it, it will be a short fight.


Your right, i guess i used the wrong terminology. I dont really think its overpowered, as much as it is a little cheese, with resigning units to an hq to play another card on them, i know it lowers readiness. But it seems when you reassign a unit you shouldn't be able to play any cards on it the first turn of reassignment. Or something like that. I do however find myself using the speed card more than any other card though. Because the nature of the game outmaneuvering is the way to go over fighting.

I dont know if requiring a delay for the card to be played a round is good, because it might be hard to remember which units you played the card on. If there was a unit marker that could highlight units with active speed or other bonus' than i dont think it would be a terrible idea, because it would increase the strategic planning. But other than that it might be more annoying.


I am considering making it impossible for any HQ to play any cards after you assign new units to it.

Best,
Vic


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Post #: 45
RE: Is this here the right place? - 7/24/2012 4:01:56 PM   
CLEVELAND

 

Posts: 458
Joined: 10/26/2006
From: Shaker Hts, Ohio, USA
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I would like to be able to cancel movement orders using the hotkeys (G and M) instead of using Escape. Clicking on M to select a movement order then clicking on M again to cancel the order. It's a little thing but would make life easier.

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Post #: 46
RE: Is this here the right place? - 7/24/2012 4:03:12 PM   
CLEVELAND

 

Posts: 458
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From: Shaker Hts, Ohio, USA
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quote:

I am considering making it impossible for any HQ to play any cards after you assign new units to it.


Wait, permanently or just for one turn?

I like the idea (for one turn).

< Message edited by CLEVELAND -- 7/24/2012 4:07:10 PM >

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Post #: 47
Suggestions/requests - 7/24/2012 4:36:30 PM   
jack54


Posts: 680
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From: East Tennessee
Status: offline
I would love to see a hotkey that displays (approximate) TOTAL HEX Strength 'offensive' or 'defensive'. It would be much easier than; spread units, change to silhouetts, add up units!

I'm new to this but it seems like a nice system so far! :-)

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Post #: 48
Suggestions/requests - 7/24/2012 4:53:10 PM   
Templer


Posts: 951
Joined: 1/5/2009
From: Nürnberg, Germany
Status: offline
Suggestions / requests:

- Blizzards. Visibility less than 10 yards.

< Message edited by Templer -- 7/28/2012 1:07:26 PM >

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Post #: 49
RE: Suggestions/requests - 7/24/2012 5:02:04 PM   
CLEVELAND

 

Posts: 458
Joined: 10/26/2006
From: Shaker Hts, Ohio, USA
Status: offline
Hotkey to turn HQ power on and off, please.


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Post #: 50
RE: Suggestions/requests - 7/24/2012 6:42:05 PM   
Scouseair68


Posts: 42
Joined: 3/25/2008
From: Cardiff, UK
Status: offline
Well I haven't got CB yet, still in the "Just Married" phase with WtP (Wife is not happy after a couple all nighters!!). I AM getting CB as soon as money allows, no waiting for a sale/demo this time. I regret too much the time I could have spent with WtP already. But having been reading the forums hungry for news I can mention a couple things.

Could it be possible to have an undo just for movement, but not possible if you have engaged in combat or been ambushed? You'd also have to disallow undo if you sighted previously unseen enemy units, to prevent it being used for recon.

I love the idea of a tooltip or something to define composition of air units from a list as suggested above.

Having Katyushas standing toe to toe with frontline units doesn't sit right with me. Or being one shot wonders. I think the idea of making them 2 hex range like regular artillery would be more realistic in game terms, even if it fudges the realistic range a bit, to keep the spirit of the weapon (can't recall the range off the top of my head).

Congrats on another hit Vic. WtP is the best computer wargame I have ever played and I can't wait to get my hands on Case Blue.

(in reply to CLEVELAND)
Post #: 51
Suggestions / requests - 7/24/2012 8:15:57 PM   
Templer


Posts: 951
Joined: 1/5/2009
From: Nürnberg, Germany
Status: offline
Suggestions / requests:

If you zoom with your mouse wheel, the zoom should center around your mouse pointer.
The way it works actually is a total catastrophe.

< Message edited by Templer -- 7/28/2012 1:07:49 PM >

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Post #: 52
RE: Suggestions/requests - 7/24/2012 11:45:33 PM   
krupp_88mm


Posts: 411
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quote:

ORIGINAL: Templer

Suggestions / requests:
If you zoom with your mouse wheel, the zoom should center around your mouse pointer.
The way it works actually is a total catastrophe.

+1..

This would make life especially easier for me, since with my widescreen i cant zoom in anywhere except center becaseu i cant move the sides off the map..

Templar is a good critique'r, his advice is solid.

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Post #: 53
RE: Suggestions/requests - 7/25/2012 2:08:59 AM   
Scouseair68


Posts: 42
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From: Cardiff, UK
Status: offline
OK, couldn't wait any longer....just bought Case Blue as well. I have a very wonderful and understanding wife.

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Post #: 54
RE: Suggestions/requests - 7/25/2012 4:19:04 AM   
Arinvald


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quote:

ORIGINAL: Scouseair68

OK, couldn't wait any longer....just bought Case Blue as well. I have a very wonderful and understanding wife.




Treat that woman well!

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Post #: 55
RE: Deselection - 7/25/2012 4:35:10 AM   
Templer


Posts: 951
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From: Nürnberg, Germany
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quote:

ORIGINAL: CLEVELAND

I would like to be able to cancel movement orders using the hotkeys (G and M) instead of using Escape. Clicking on M to select a movement order then clicking on M again to cancel the order. It's a little thing but would make life easier.

I use the space tab. Works fine here.
Klicking on a plain hex works too.


< Message edited by Templer -- 7/25/2012 5:00:15 AM >

(in reply to CLEVELAND)
Post #: 56
RE: Deselection - 7/25/2012 1:47:24 PM   
CLEVELAND

 

Posts: 458
Joined: 10/26/2006
From: Shaker Hts, Ohio, USA
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thanks, Templer.

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Post #: 57
RE: Suggestions/requests - 7/25/2012 1:49:56 PM   
Templer


Posts: 951
Joined: 1/5/2009
From: Nürnberg, Germany
Status: offline
quote:

ORIGINAL: Scouseair68

OK, couldn't wait any longer....just bought Case Blue as well. I have a very wonderful and understanding wife.


krupp_88mm and redmarkus4 should mod her some flowers!

< Message edited by Templer -- 7/25/2012 1:50:42 PM >

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Post #: 58
RE: Suggestions/requests - 7/25/2012 3:14:10 PM   
amatteucci

 

Posts: 318
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From: ITALY
Status: offline
1) Introduce new tank types actually present in the theater of operation in large quantities (i.e. Panzer II, Valentine, Matilda, T-26 etc.)
2) Allow the editor to modify the stats or the existing pieces of equipement and to create new ones
3) Rationalize the spelling of city names. Now the game uses English, German and Dutch transliterations all mixed up.
(not a big problem but if might be confusing for someone)


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Post #: 59
RE: Suggestions/requests - 7/25/2012 4:17:19 PM   
Vic


Posts: 3655
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: krupp_88mm


quote:

ORIGINAL: Templer

Suggestions / requests:
If you zoom with your mouse wheel, the zoom should center around your mouse pointer.
The way it works actually is a total catastrophe.

+1..

This would make life especially easier for me, since with my widescreen i cant zoom in anywhere except center becaseu i cant move the sides off the map..

Templar is a good critique'r, his advice is solid.


Agreed!


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Post #: 60
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