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L`zard
10 Aug 07, 18:15
Well then,

Not having access to the 'new and improved' list, I'll just add a couple o' things I'd REALLY like to see:

'Dis-entrench', said feature to act similar to 'entrenching' but in reverse, eh?
For each calculation similar to entrenching, a button that allows One to destroy a hexes' entrenchment value, engineers +/- being used;

ALSO: something similar to the 'railroad repair' option, which would allow One to destroy rail hexes (similar to what the germans did in the WW2 italian campain, eh?) also based on engineering capabilities.

Lastly, being rather fond of WW1, something in 'improved fort' tiles, to make it easier for designers to create some of the 'serious' fortifications extant during the period, eh? ie: 'Fortress' (tho this might require a serious ability to edit properties of said hex tile, as there are lots of named fortresses, but not all were significant, eh?)
-------------------------
I seem to remember a thread concerning 'fortresses', but have lost the link, anyone got a start point for this discussion?

Mario?

Bloodstar
11 Aug 07, 10:19
Well then,

Not having access to the 'new and improved' list, I'll just add a couple o' things I'd REALLY like to see:

'Dis-entrench', said feature to act similar to 'entrenching' but in reverse, eh?
For each calculation similar to entrenching, a button that allows One to destroy a hexes' entrenchment value, engineers +/- being used;

ALSO: something similar to the 'railroad repair' option, which would allow One to destroy rail hexes (similar to what the germans did in the WW2 italian campain, eh?) also based on engineering capabilities.

Lastly, being rather fond of WW1, something in 'improved fort' tiles, to make it easier for designers to create some of the 'serious' fortifications extant during the period, eh? ie: 'Fortress' (tho this might require a serious ability to edit properties of said hex tile, as there are lots of named fortresses, but not all were significant, eh?)
-------------------------
I seem to remember a thread concerning 'fortresses', but have lost the link, anyone got a start point for this discussion?

Mario?


Ooops Kurt. I know that we discussed something but cannot remember where and when...

But you brought nice topic.

Also, there are coastal Axis forts that player get's in FiTE in MOBILE status.
Movement points 0.

So you cannot entrench them and bring them back to FORTIFIED status, kind of silly.


Mario

L`zard
12 Aug 07, 15:49
Yah, same thing in 'Home befor the Leaves Fall'.

All the entente forts (except the 'shore batteries', set entrenched) are set mobile so the best thing I've managed is to set same to 'tac', which really isn't the desired effect, I'm sure.

Looks like editor time, sigh.........Of course the immediate problem becomes one of ensuring that pbem opponents use the same edited version, eh?

The 'other' serious problem is to know what the 'designer' had in mind..........was it simply an 'oversight' ie: something that got missed; or was it a design feature?

Having just finished Barbara Tuchman's Guns of August, I'm immediatly thrown into that very problem vis editing the 'Leaves' scenario, even tho I only intend to play against the PO or hotseat. What did Mr. Porto intend here?

Ms Tuchman would have it that the forts at Liege and Namur were not fully manned and ready. So then, which more accurately portrays the correct deployment status without having to further edit the unit strengths etc etc?

I'll also note that the designer placed forts encircling Paris, where Ms. Tuchman indicates that while there where plans to fortify Paris, this was never executed and the military govenor of Paris considered Paris 'undefended'. Edit these out and replace with entrenchments? Edit them out with no field-works at all?

'Twould seem that not only do I need to get into communications with TOM PORTO, but to start a separate thread, eh?

[Oh Bugger, now we'll have to nuke them from orbit!]

L`zard
12 Aug 07, 17:11
Ooops Kurt. I know that we discussed something but cannot remember where and when...

But you brought nice topic.

Also, there are coastal Axis forts that player get's in FiTE in MOBILE status.
Movement points 0.

So you cannot entrench them and bring them back to FORTIFIED status, kind of silly.


Mario

Well, it's a simple fix thru the editor, but wont help with ongoing games, sigh!
[editor/deployment/unit]

At least we bring these points up, perhaps designers will make note (and corrections, LOL!)

Veers
12 Aug 07, 17:18
Well, it's a simple fix thru the editor, but wont help with ongoing games, sigh!
[editor/deployment/unit]

At least we bring these points up, perhaps designers will make note (and corrections, LOL!)

A problem that exists is that one cannot deploy a unit in entrenched or fortified mode. Therefore, the Axis fortresses in FitE cannot ever achieve fortified status.

L`zard
12 Aug 07, 17:32
A problem that exists is that one cannot deploy a unit in entrenched or fortified mode. Therefore, the Axis fortresses in FitE cannot ever achieve fortified status.

Wyatt:

Well all I know is that it's really easy to make the change in deployment in the 'box' version of the editor, so I can't see why not, eh?

editor/ 'deployment' / find unit/ etc, eh?

Seems to me, the hardest part is 'finding' the unit one wishes to mod, ymmv!

Haven't tried this in FITE, but had no probs with 'Leaves', eh?

WTF, over?

Veers
12 Aug 07, 17:37
Wyatt:
Well all I know is that it's really easy to make the change in deployment in the 'box' version of the editor, so I can't see why not, eh?
editor/ 'deployment' / find unit/ etc, eh?
Seems to me, the hardest part is 'finding' the unit one wishes to mod, ymmv!
Haven't tried this in FITE, but had no probs with 'Leaves', eh?
WTF, over?

What I mean is that in any scenario that the fortresses are not present on turn 1, they cannot ever be put into 'fortified' status, because they cannot be deployed in that mode (after turn 1).

L`zard
12 Aug 07, 17:54
What I mean is that in any scenario that the fortresses are not present on turn 1, they cannot ever be put into 'fortified' status, because they cannot be deployed in that mode (after turn 1).

Wyatt; MY BAD, lol; Had someone else talking into the other ear, eh?

Well, methinx this just adds to the wishlist, :clown: and proves my point vis designers and corrections....

L`zard
12 Aug 07, 19:54
Ooops Kurt. I know that we discussed something but cannot remember where and when...
Mario

link:
http://forums.gamesquad.com/showthread.php?t=24474&page=8

Somewhere about here, Mario, lol!

I'd assume that there was discussion on other forums I missed out on, eh?

Or maybe just time to bring the thread back to life, LOL! The whole 'fort/fortress' discussion needs a review!

That and forts vis artillery, eh? Possibly a review of the whole artillery vs bombardment thing, tho possibly good to wait upon the next 'update' ("we dont need no stinkin' patches") when Ralph get's 'er done, eh?

Non the less: there's still an issue obtaining for us WW1 freaks, LOL!

L`zard
12 Aug 07, 20:34
What I mean is that in any scenario that the fortresses are not present on turn 1, they cannot ever be put into 'fortified' status, because they cannot be deployed in that mode (after turn 1).

Just for the sake of displaying my lacks, nicht wahr, but what happens if the 'unit' is assigned a mp of '1', in a hex where it takes more mps than that to move into any adjoining hex?

Or, say, making the 'unit' inelegible to move, yet giving it 1 mp?

You can see that I really don't know dick about the 'editor', but wtf, Wyatt, If I can't ask you, who else will come up with all the arguments pro and con?

:clown:

Veers
12 Aug 07, 22:09
Just for the sake of displaying my lacks, nicht wahr, but what happens if the 'unit' is assigned a mp of '1', in a hex where it takes more mps than that to move into any adjoining hex?
Or, say, making the 'unit' inelegible to move, yet giving it 1 mp?
You can see that I really don't know dick about the 'editor', but wtf, Wyatt, If I can't ask you, who else will come up with all the arguments pro and con?
:clown:

A unit with 1 MP will always be able to move 1 hex (provided he isn't trying to move into a Super River, or Flooded Marsh, ect.), so that wounldn't work, as you'd have a moveable fortress. A 'House Rule' would be required. But a unit with 1 MP would only ever be able to fire twice in a turn (the first and last round), whereas a unit with 0 MPs can fire every round without burning it up (new with T3).

L`zard
12 Aug 07, 22:53
A unit with 1 MP will always be able to move 1 hex (provided he isn't trying to move into a Super River, or Flooded Marsh, ect.), so that wounldn't work, as you'd have a moveable fortress. A 'House Rule' would be required. But a unit with 1 MP would only ever be able to fire twice in a turn (the first and last round), whereas a unit with 0 MPs can fire every round without burning it up (new with T3).

Bugger! I thought that sounded too easy, LOL!

Therefor, it WILL be most important that 'forts' be 'dug-in' prior to gamestart, eh?

L`zard
13 Aug 07, 17:24
Well then, folks!

Having just scanned the 'Comprehensive Wishlist', (http://www.matrixgames.com/forums/tm.asp?m=1540287 ) methinx all MY strange desires have been covered except one:

'twould seem there will be a need to clone Ralph & Co up about 30 people so that we can see it all done befor any of us die of old age (more important than you might think for some of us, LOL)!

Kudos to all involved, eh?

:clown:

ralphtrickey
14 Aug 07, 19:46
What I mean is that in any scenario that the fortresses are not present on turn 1, they cannot ever be put into 'fortified' status, because they cannot be deployed in that mode (after turn 1).

Are you sure? After 3.2 is out, someone might play with the OOB import/export and see if you can set the flag so it appears as 'fortified.' That flag might get cleared when the unit is placed, but it's worth a try.

Veers
14 Aug 07, 20:15
Are you sure? After 3.2 is out, someone might play with the OOB import/export and see if you can set the flag so it appears as 'fortified.' That flag might get cleared when the unit is placed, but it's worth a try.
That would be cool.

L`zard
14 Aug 07, 23:35
Patience: something one has (but never likes to USE), eh?

Soon, plz, soon! :nuts:

Bob Cross
15 Aug 07, 10:37
Are you sure? After 3.2 is out, someone might play with the OOB import/export and see if you can set the flag so it appears as 'fortified.' That flag might get cleared when the unit is placed, but it's worth a try.

Whoa! I hadn't tumbled to that being possible in-game. If it is, it's a new cheat path. I'll have to check that.

Bob Cross
15 Aug 07, 13:34
Whoa! I hadn't tumbled to that being possible in-game. If it is, it's a new cheat path. I'll have to check that.

OK, false alarm. While one can export your OOB in-game via <shift><ctl>F4 there is no function to allow you to import it in-game (i.e. <shift><ctl>F5 or such). Ralph was thinking of importing/exporting in the editor, which, of course, would not help the entrenching of fixed unit reinforcements.

Phew!

Veers
15 Aug 07, 14:42
OK, false alarm. While one can export your OOB in-game via <shift><ctl>F4 there is no function to allow you to import it in-game (i.e. <shift><ctl>F5 or such). Ralph was thinking of importing/exporting in the editor, which, of course, would not help the entrenching of fixed unit reinforcements.

Phew!

It would appear that he was hoping that one could change the deployment state of a unit not yet deployed, so that when it deployed it would deploy in that state. It would be awfully nice to have this feature, in some form.

L`zard
15 Aug 07, 20:47
It would appear that he was hoping that one could change the deployment state of a unit not yet deployed, so that when it deployed it would deploy in that state. It would be awfully nice to have this feature, in some form.

(Applause!)

Another personal mystery solved! I always wondered why in scenarios, reinforcements appeared naked and silly, especially when the 'front' was close, eh?

:OHNO: It almost makes me wan't to wait to even play much less fool around with the editor...........

Thanks, Wyatt! :laugh:

Veers
15 Aug 07, 20:54
(Applause!)

Another personal mystery solved! I always wondered why in scenarios, reinforcements appeared naked and silly, especially when the 'front' was close, eh?

:OHNO: It almost makes me wan't to wait to even play much less fool around with the editor...........

Thanks, Wyatt! :laugh:

;)

00000000

Hank2
16 Aug 07, 12:20
hello veers

I see you're still at it ... but with a slightly modified avatar

I'm getting back into toawIII ... I'm going to need a few small refresher battles against the AI, which I've already started

Hope its all going your way

Veers
16 Aug 07, 20:46
hello veers
I see you're still at it ... but with a slightly modified avatar
I'm getting back into toawIII ... I'm going to need a few small refresher battles against the AI, which I've already started
Hope its all going your way

Hank, my good man! So glad you're back! You should sign up for the New Player's Workshop!

You'll notice I never reported our game (even non-rated, as we agreed), in hopes you'd come back and we'd be able to continue it (I still have all the old files, of course)! Let me know if you want to continue, or start something afresh!

Hank2
17 Aug 07, 09:37
I'll look into the new New Players Workshop. Is it just getting started? I'll investigate.

We can restart our old game but ... I can't remember which one we were playing (duh ... must have been stored in one of those brain cells I killed recently) ... I'll investigate that too ... or you can remind me. Do you still have my email address?
If so, just send me your last move.

Thanks a bunch for the great welcome back. I do appreciate it !! ... and I know I don't deserve such good treatment.

hank