ATG: Wishlist thread
Moderator: Vic
ATG: Wishlist thread
I've only just got the game yesterday and while I am loving the improvements there are a few things that are bugging me so I thought I would start the obligatory 'wishlist' thread.
1. Sound sliders for both effects and music.
In the game they are either on or off. I often play games when my family is still asleep and those new turn drums are not going to make me popular.
2. Remember Random Game settings.
Once I find my 'sweet-spot' I won't be wanting to change much. The game remembers the settings if you start a new game from within the same session but it doesn't rememeber the settings if you quit and restart. Of course there may need to be a 'Default' button added as well to reset back to basic.
3. Hide map flash during turns
The map flashes on and off between AI turns. I don't think it serves any purpose and can get quite annoying.
EDIT: As pointed out below, this shows the AI having its turn and can be turned off in settings.
4. Crates are too easy to exploit
The crates remain random until they are activated which means for players with zero will-power [puts hand up] a quick reload and I'll eventually get a research lab or similar. Would be much better if the crates were designated when they are placed. It could still be exploited by not activating it but at least it couldn't be cycled from something bad to something good.
1. Sound sliders for both effects and music.
In the game they are either on or off. I often play games when my family is still asleep and those new turn drums are not going to make me popular.
2. Remember Random Game settings.
Once I find my 'sweet-spot' I won't be wanting to change much. The game remembers the settings if you start a new game from within the same session but it doesn't rememeber the settings if you quit and restart. Of course there may need to be a 'Default' button added as well to reset back to basic.
3. Hide map flash during turns
The map flashes on and off between AI turns. I don't think it serves any purpose and can get quite annoying.
EDIT: As pointed out below, this shows the AI having its turn and can be turned off in settings.
4. Crates are too easy to exploit
The crates remain random until they are activated which means for players with zero will-power [puts hand up] a quick reload and I'll eventually get a research lab or similar. Would be much better if the crates were designated when they are placed. It could still be exploited by not activating it but at least it couldn't be cycled from something bad to something good.
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- Posts: 62
- Joined: Wed Jun 16, 2010 8:14 pm
RE: ATG: Wishlist thread
May I request the ability to control the zoom level with the mouse wheel?
RE: ATG: Wishlist thread
I really like recommendations 1 and 2. Re 3: the map flashing I'm not certain what you mean. If you are talking about watching the AI take its turn, you can turn that off in the Random Game Setup process. If you mean the map briefly disappears and then reappears as each AI takes it turn, ok that would be nice I suppose. Re 4: Don't like crates and don't use them but your suggestion is a good one.
Map zoom with mouse wheel: Excellent idea.
Map zoom with mouse wheel: Excellent idea.
Tac2i (formerly webizen)
RE: ATG: Wishlist thread
ORIGINAL: Happy Hedonist
May I request the ability to control the zoom level with the mouse wheel?
We asked for this for the original AT and also for Decisive Campaigns. Heck, we also brought that up earlier here in this forum. It would be nice.
RE: ATG: Wishlist thread
+1 mouse zoom, I think that's standard since Logitech invented this wheelthingie... ten years ago or so. [:)] No biggie for me though.
And,
A quick save button. [:D] I tend to save a lot. Hint; "q" for quick save [:'(] or "f5"
And,
A quick save button. [:D] I tend to save a lot. Hint; "q" for quick save [:'(] or "f5"
RE: ATG: Wishlist thread
Always happy with all feedback.
I will start working on the first patch very soon anyway. As I always do with all releases. There is so much stuff that aint spotted in beta test. Especially with a sprawling engine like ATG.
I will make this thread sticky to keep everything together from the start.
best,
Vic
I will start working on the first patch very soon anyway. As I always do with all releases. There is so much stuff that aint spotted in beta test. Especially with a sprawling engine like ATG.
I will make this thread sticky to keep everything together from the start.
best,
Vic
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RE: ATG: Wishlist thread
+1 Quick Save feature. In addition, a sequential save feature, i.e. 0414110921 (date time). I often want to save every turn and would like to see that automated.
Tac2i (formerly webizen)
RE: ATG: Wishlist thread
If we could disable the End Turn popup box, that would be great. I just want the turn to end and it would save my poor finger some pain, clicking hurts after a while. [:)]
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RE: ATG: Wishlist thread
I would like to see a version of WaW that has oil and stuff, and that is playable against the AI (yes, the old versions of WaW are playable with the new AI and GUI -I am playing one right now).
It wold ne nice too to have ATG versions (playable against the AI) of WW2 scenarios available in other games like Crete, Korsun Pocket, Kharkov, and so on.
And oh yes, an ATG version of Operation Crusader! [:D]
Personally I am not very fond of games where one has to break through three rows of enemy units like some Barbarossa scenarios in other games (I get brainlock with games like TOAWIII). The advantage of AT vs other games is the relatively low count of units and its good implementation of logistics and maneuver. I DO have games like WiTE, WiTP, all versions of HoI3, and so on, but I think good implementations of AT beats them all.
Henri
It wold ne nice too to have ATG versions (playable against the AI) of WW2 scenarios available in other games like Crete, Korsun Pocket, Kharkov, and so on.
And oh yes, an ATG version of Operation Crusader! [:D]
Personally I am not very fond of games where one has to break through three rows of enemy units like some Barbarossa scenarios in other games (I get brainlock with games like TOAWIII). The advantage of AT vs other games is the relatively low count of units and its good implementation of logistics and maneuver. I DO have games like WiTE, WiTP, all versions of HoI3, and so on, but I think good implementations of AT beats them all.
Henri
RE: ATG: Wishlist thread
+1 to Mouse Wheel Zoom..
Also have the option to use the old AT unit pictures... I like my German tanks/planes to look German.. and my Soviet tanks/planes to look soviet.. hate the new tank drawings.. even Decisive Campaigns was much better in that respect..
Also have the option to use the old AT unit pictures... I like my German tanks/planes to look German.. and my Soviet tanks/planes to look soviet.. hate the new tank drawings.. even Decisive Campaigns was much better in that respect..
RE: ATG: Wishlist thread
ORIGINAL: cmurphy625
+1 to Mouse Wheel Zoom..
Also have the option to use the old AT unit pictures... I like my German tanks/planes to look German.. and my Soviet tanks/planes to look soviet.. hate the new tank drawings.. even Decisive Campaigns was much better in that respect..
+1 for the old AT pictures, as cmurphy625 said, I to like a more realistic look to the units...
RE: ATG: Wishlist thread
Interface:
- When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
Research:
- Medium Tank still doesn't have a research level, whereas higher levels of Medium Tank do have research levels. Not very significant, since I've already fixed this in my own mod (again).
ItemTypes:
- IsSupply and IsPolPt seem to be overruling UseSFTypeGraphic, which means that supply and political point graphics still can't be modded cleanly.
- The ItemType for Ranger IV does not work properly. Not an essential feature, since I've already fixed this in my own mod.
- When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
Research:
- Medium Tank still doesn't have a research level, whereas higher levels of Medium Tank do have research levels. Not very significant, since I've already fixed this in my own mod (again).
ItemTypes:
- IsSupply and IsPolPt seem to be overruling UseSFTypeGraphic, which means that supply and political point graphics still can't be modded cleanly.
- The ItemType for Ranger IV does not work properly. Not an essential feature, since I've already fixed this in my own mod.
"People are easily amused by quotes." - Some guy with a cool-sounding name
RE: ATG: Wishlist thread
Interface:
- When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
+1
Dunno why that has changed/forgotten? Spacebar used to be an "execute" build railroad order, and now it cancels the order...
- When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
+1
Dunno why that has changed/forgotten? Spacebar used to be an "execute" build railroad order, and now it cancels the order...
RE: ATG: Wishlist thread
ORIGINAL: Josh
Interface:
- When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
+1
Dunno why that has changed/forgotten? Spacebar used to be an "execute" build railroad order, and now it cancels the order...
Yes this is on the list for the first patch. Its a glitch that crept through the beta test.
best,
Vic
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RE: ATG: Wishlist thread
ORIGINAL: SSFSX17
Interface:
- When building roads, the spacebar key seems to cancel, or otherwise be bugged, instead of confirming the road building. This is especially-jarring as it worked correctly in AT:WW2.
Research:
- Medium Tank still doesn't have a research level, whereas higher levels of Medium Tank do have research levels. Not very significant, since I've already fixed this in my own mod (again).
ItemTypes:
- IsSupply and IsPolPt seem to be overruling UseSFTypeGraphic, which means that supply and political point graphics still can't be modded cleanly.
- The ItemType for Ranger IV does not work properly. Not an essential feature, since I've already fixed this in my own mod.
thanks for reporting! will be checking this out. and adding what i can to the first patch.
best,
Vic
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RE: ATG: Wishlist thread
ORIGINAL: hadberz
If we could disable the End Turn popup box, that would be great. I just want the turn to end and it would save my poor finger some pain, clicking hurts after a while. [:)]
try enter or space?
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RE: ATG: Wishlist thread
1) In the Production Overview menu it would be nice to click a city from the cities production list, then Close Production Overview, then see the city centered on the map. I have wanted this feature for a while as I like to see where the cities are in relation to one another when making decisions for production lines.
2) More sounds, like mouse clicks at least. This is almost a soundless game except for the combats. Music is probably too much to ask for, and many gamers will just reply that they prefer their own music.
2) More sounds, like mouse clicks at least. This is almost a soundless game except for the combats. Music is probably too much to ask for, and many gamers will just reply that they prefer their own music.
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RE: ATG: Wishlist thread
I agree with Larry here on the music, at some point at least *some* music will have to be implemented in the game... in a future version/patch.
I always play with music on, although the volume is set at about zero
(and no, I don't like importing my own music)
I always play with music on, although the volume is set at about zero
(and no, I don't like importing my own music)
RE: ATG: Wishlist thread
ORIGINAL: LarryP
1) In the Production Overview menu it would be nice to click a city from the cities production list, then Close Production Overview, then see the city centered on the map. I have wanted this feature for a while as I like to see where the cities are in relation to one another when making decisions for production lines.
2) More sounds, like mouse clicks at least. This is almost a soundless game except for the combats. Music is probably too much to ask for, and many gamers will just reply that they prefer their own music.
putting point 1 on the to do list.
excellent suggestion
best,
vic
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