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West Front - Fast Play

 
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West Front - Fast Play - 5/1/2013 11:37:00 PM   
what.if

 

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Hi, Pretty sure this has been brought up before but I cannot find the thread. Just installed JT campaign series on a Windows 7 64 bit pc and everything is working fine but the fast human play is now really fast, is there a way to slow this down a bit?
Post #: 1
RE: West Front - Fast Play - 5/2/2013 11:39:34 AM   
berto


Posts: 8962
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

It's on my to-do list to fix this. (Future patch only, of course.)

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Campaign Series Lead Coder, http://www.matrixgames.com/forums/tt.asp?forumid=226

(in reply to what.if)
Post #: 2
RE: West Front - Fast Play - 5/4/2013 5:52:33 AM   
K K Rossokolski

 

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Joined: 1/20/2009
From: Melbourne, Australia, now Canberra
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Certainly, the slow play would shame your average snail. The fast play is, IMO, only a little bit too fast.

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(in reply to berto)
Post #: 3
RE: West Front - Fast Play - 5/4/2013 12:58:39 PM   
berto


Posts: 8962
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline

My plan is as always to give the player a (hopefully wide) range of options. So instead of the current two options

  • "Fast" (way too fast)
  • normal (way too slow)

    at the very least adding a third mid-range option, so it becomes

  • "Fast"
  • "Normal"
  • "Slow"

    and possibly a wider range of options. The player should be able to set the speed to his/her exact taste.

    _____________________________

    Early MusiChicago, http://earlymusichicago.org
    PIKT, http://pikt.org
    Campaign Series: Middle East Lead Coder, http://www.matrixgames.com/forums/tt.asp?forumid=1515
    Campaign Series Lead Coder, http://www.matrixgames.com/forums/tt.asp?forumid=226

    (in reply to K K Rossokolski)
  • Post #: 4
    RE: West Front - Fast Play - 5/5/2013 12:30:59 PM   
    Crossroads


    Posts: 5572
    Joined: 7/5/2009
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    My pet peeve are the aircraft. I play with fast, and do not have any issues with it apart the aircraft bitmaps (air assaults, not on-map!) that zoom by so quickly you can't tell if it was a biplane or a bomber.

    There's a lot of gorgeous aircraft bitmaps, and it would be great that they would be relatively slower than the ground units regardless of the option. For 'fast', I would really really like to still have them fly over the map quite slowly, as the air attacks are typically rare and do not occur often.

    Just My 0.02, as always :)

    _____________________________

    Campaign Series Legion

  • CS: Vietnam WORK-IN-PROGRESS
  • CS: Middle East 1948-1985
  • JTCS: West Front 2.0 / East Front 2.0 / Rising Sun 2.0

  • (in reply to berto)
    Post #: 5
    RE: West Front - Fast Play - 5/5/2013 12:32:18 PM   
    Crossroads


    Posts: 5572
    Joined: 7/5/2009
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    While at it, I would really really like to see separate ammo supply levels for artillery ;)

    _____________________________

    Campaign Series Legion

  • CS: Vietnam WORK-IN-PROGRESS
  • CS: Middle East 1948-1985
  • JTCS: West Front 2.0 / East Front 2.0 / Rising Sun 2.0

  • (in reply to Crossroads)
    Post #: 6
    RE: West Front - Fast Play - 5/6/2013 11:45:40 AM   
    MrRoadrunner


    Posts: 1020
    Joined: 10/7/2005
    Status: offline

    quote:

    ORIGINAL: Crossroads

    While at it, I would really really like to see separate ammo supply levels for artillery ;)


    No, no and again NO!

    Artillery works just fine. The scenario designer has the power to make 100% ammo availability? Then it is just a standard die roll for supply effect?

    Too much messing with the game in a lot of small areas is really taking it the wrong direction, IMHO.

    RR

    _____________________________

    “The object of life is not to be on the side of the majority, but to escape finding oneself in the ranks of the insane.”
    ― Marcus Aurelius, Meditations

    (in reply to Crossroads)
    Post #: 7
    RE: West Front - Fast Play - 5/6/2013 8:07:47 PM   
    Crossroads


    Posts: 5572
    Joined: 7/5/2009
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    The other way around, actually. I really would like to see infantry able to fire with effect if their HQs are kept in neat order. That still requires a rather high base supply line, say 75%

    With a high base supply lines like that, all tubes fire pretty much non-stop the whole duration of battle. That's why I'd really like to see a separate level for artillery, so it could be way lower than the base supply line. Then you would need to plan your arty barrages, instead of just blasting of tubes glowing red from minute one.

    It would be maybe possible to implement in a manner that if the scenario designer has not set up a separate artillery supply level, arty would use base supply. No changes to existing scenarios then.

    _____________________________

    Campaign Series Legion

  • CS: Vietnam WORK-IN-PROGRESS
  • CS: Middle East 1948-1985
  • JTCS: West Front 2.0 / East Front 2.0 / Rising Sun 2.0

  • (in reply to MrRoadrunner)
    Post #: 8
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