View Full Version : PzC Wish List
Don Maddox
14 Dec 04, 15:12
This is the place to post your suggestions, requests, and general 'wish list' items for the series. I guess I'll get us started.
I would like to see the same info that's on the 3D-type markers on the 2D. This, of course, would mean that the counters would have to be enlarged just a bit (think TOAW), but it would save a lot of uneccessary clicking and go a long toward helping the player to easily assess the battlefield.
1) a Desert Storm MC game
2) an add-on pack for Fulda & NGP that uses M1A1s, T-90s, all Bradley mounted infantry etc.
3) 500 meter hexes so he majority of units can engage at more than 1 hex.
4) new games covering whatever the designers can think of ... I'll buy it :D
A PAnzer Campaign game covering the Battle of the Scheldt. Either a stand alone or an add on for Market Garden 44.
Glenn Saunders
15 Dec 04, 02:27
I'll try to address these:
> 2D Markers with the info from the 3D counters.
You won't see this - the info is available on the 3D counters and I just can't see John Tiller taking the Map to a different 2D zoom at this point.
+++
> a Desert Storm MC game
possible - not certain - we've discussed various MC Possiblities and the issue was at the time - that the engine would need more work for the more modern period where one side would have Satellite recon ect ect. There was also the issue as to whether the US Market would go for a game covering this period. I think yes, but everybody isn't in agreement here.
> 2) an add-on pack for Fulda & NGP that uses M1A1s, T-90s, all Bradley mounted infantry etc.
Sure - let me know when you have it done <G>
Seriously, if someone wants to build it - great. I posted a 1981 Mod for the NGP Game tonight covering mainly the fulda sector but using the Germany expansion map. If you download it and review the Designer note you will see there was a lot more too making these sorts of things then the NG bunch think there is.
> 3) 500 meter hexes so he majority of units can engage at more than 1 hex.
That would not be a PzC - it would be a new Engine - again it is possible but not something we've worked at lately. Might be a little too close to the Talonsoft engine ... but who knows.
> 4) new games covering whatever the designers can think of ... I'll buy it
On the way - we've been quiet I know but we do plan to make a bunch of new games in the first half of the next year.
> A PAnzer Campaign game covering the Battle of the Scheldt. Either a stand alone or an add on for Market Garden 44.
Been discussed and is possible too as an add-on but as we were working forward on various projects this summer there was just no room to work up the map.
The other thing I have a concern with is the mobility of the campaign, or the lack there of. Lots of Mud - lots of Infantry on foot and it reminded me more of WWI and I have to tell you I'm not convince this battle will work at this scale. I own and have read Whitakers book Tug of War and while I wouldn't say no completely, I do hold doubts here. FWIW< I hold the same doubts for the same reasons about the fighting on th eGerman Border - "The Rhineland" - more tanks there - but once again it is a 20x20 map where the area took weeks to capture.
++++
...in any case, it never hurts to ask.
Glenn
I'll try to address these:
> 2D Markers with the info from the 3D counters.
You won't see this - the info is available on the 3D counters and I just can't see John Tiller taking the Map to a different 2D zoom at this point.
+++
> a Desert Storm MC game
possible - not certain - we've discussed various MC Possiblities and the issue was at the time - that the engine would need more work for the more modern period where one side would have Satellite recon ect ect. There was also the issue as to whether the US Market would go for a game covering this period. I think yes, but everybody isn't in agreement here.
> 2) an add-on pack for Fulda & NGP that uses M1A1s, T-90s, all Bradley mounted infantry etc.
Sure - let me know when you have it done <G>
Seriously, if someone wants to build it - great. I posted a 1981 Mod for the NGP Game tonight covering mainly the fulda sector but using the Germany expansion map. If you download it and review the Designer note you will see there was a lot more too making these sorts of things then the NG bunch think there is.
> 3) 500 meter hexes so he majority of units can engage at more than 1 hex.
That would not be a PzC - it would be a new Engine - again it is possible but not something we've worked at lately. Might be a little too close to the Talonsoft engine ... but who knows.
> 4) new games covering whatever the designers can think of ... I'll buy it
On the way - we've been quiet I know but we do plan to make a bunch of new games in the first half of the next year.
> A PAnzer Campaign game covering the Battle of the Scheldt. Either a stand alone or an add on for Market Garden 44.
Been discussed and is possible too as an add-on but as we were working forward on various projects this summer there was just no room to work up the map.
The other thing I have a concern with is the mobility of the campaign, or the lack there of. Lots of Mud - lots of Infantry on foot and it reminded me more of WWI and I have to tell you I'm not convince this battle will work at this scale. I own and have read Whitakers book Tug of War and while I wouldn't say no completely, I do hold doubts here. FWIW< I hold the same doubts for the same reasons about the fighting on th eGerman Border - "The Rhineland" - more tanks there - but once again it is a 20x20 map where the area took weeks to capture.
++++
...in any case, it never hurts to ask.
Glenn
I agree with you Glenn that it would slow down the game play to maybe one hex of movement per turn, but Sicily is like that right now. Other than mechanized units, the infantry moves at one or two hexes per turn. I for one don't mind it, but that's just me.
Malaya/Singapore '41. 70 days from beach landings to surrender, flank attacks from the sea, quality vs quantity, oh my! The map might be a little too big if you cover the whole campaign though.
A good choice Chris. From the initial invasion to the surrender of Singapore in 1942.
Joao Lima
21 Dec 04, 05:31
Since we are on requests:
Pz Campaigns : Stalingrad (Obvious eh!), Guadalcanal , Battle for Moscow.
Modern Campaigns : NATO's North and South flanks, Yugoslavia, Algeria, maybe something in Vietnam (too large maybe?).
My wish list...
Stalingrad 42 (a given)
Tunisia 43 (early going was quite fluid and a good follow up to EA42)
Budapest 45 (last fling of the panzers)
Berlin 45 (the Soviets get to beat up on the Germans, but I'd be curious about the OOB)
Balkans 41 (could be interesting with para drops and variable Allied reinforcements, maybe even incl. Crete)
Salerno 43 (mini-Normandy)
Anzio 44 (mini-mini-Normandy)
--or just an Italian one that includes both
Dragoon 44 (mini-Normandy followed by fast moving mobile action w/11th Pz Div)
KG_RangerBooBoo
21 Dec 04, 10:33
I hadn't thought about Tunisia but that would be a good one.
If Stalingrad came out I'd buy into the series.
Joao Lima
21 Dec 04, 15:14
BTW, I would like to be able to see the map at the same zoom level as Squad Battles (in 2d), we are all getting older and we dont need a permanent vision test. :D
trauth116
22 Dec 04, 08:03
Would love to see if Norway might be possible - although the map might be a little too big... unitwise-aside from managing units all over the place - density should not generally be a problem - but operationally it might be pretty fluid.
Hoping a battle for France and the Low Countries in MAy-Jne of 1940 might be possible - but the map would be larger than anything used to date - plus probably too many units
Blackcloud6
22 Dec 04, 10:48
Well, it wouldn't be "Panzer Campaigns" but some Pacific campaigns would be cool. Could call it "Pacific Campaigns," eh?
Don Maddox
22 Dec 04, 11:08
Well, it wouldn't be "Panzer Campaigns" but some Pacific campaigns would be cool. Could call it "Pacific Campaigns," eh?
For that, I would really object to the 1km hex size. Some of the islands would only be five or six hexes!
Blackcloud6
22 Dec 04, 11:34
Some of the islands would only be five or six hexes!
Maybe so, but there could be good games on Guadalcanal, New Guinea, Luzon, Leyte, Phillipines '41-42 Malay, Peninsula, Burma etc..
Sheik Yerbouti
22 Dec 04, 11:46
Okinawa would be about 89 hexes long, and about 30 hexes wide at its widest (or 76 hexes wide when considering the most western and most eastern point)...
Glenn Saunders
22 Dec 04, 13:58
Ya - and if it isn't 1km scale, it isn't PzC.
That said, I considered something similar with 100 m scale and large Btln units to keep the counter density down - come to think of it, this would be the same model needed for a WWI game.
Glenn
Glenn Saunders
22 Dec 04, 17:16
I agree with you Glenn that it would slow down the game play to maybe one hex of movement per turn, but Sicily is like that right now. Other than mechanized units, the infantry moves at one or two hexes per turn. I for one don't mind it, but that's just me.
The above was is reference to my post:
"The other thing I have a concern with is the mobility of the campaign, or the lack there of. Lots of Mud - lots of Infantry on foot and it reminded me more of WWI and I have to tell you I'm not convince this battle will work at this scale. I own and have read Whitakers book Tug of War and while I wouldn't say no completely, I do hold doubts here. FWIW< I hold the same doubts for the same reasons about the fighting on th eGerman Border - "The Rhineland" - more tanks there - but once again it is a 20x20 map where the area took weeks to capture."
In Sicily you have a island roughly 300 hex(km) high by 200 hexes(km) wide. The relief and general terrain varies from low to very high. The entire area is captured from invasion to Messina in ~35 days with a race between two major Allied powers for the prize.
So there comparison to the Shedlt isn't directly comparable. It is smaller, lower relief and is an infantry struggle in the mud. That isn't to say it will never be done, but it is lower on the priority ladder I figure.
Glenn
Glenn or Rich, will HPS ever make their games available by digital downloads?
I'm 99% sure that we will not. Sorry.
Heres my wish list
Stalingrad, Maybe something covering the 42 summer attack
Budapest game would be fun
Stalingrad
Stalingrad
oh yeah did i mention i would like to see a stalingrad game ? 8)
I enjoy them all
Glenn Saunders
22 Feb 05, 01:45
I'd say you will have you wish someday - this is a huge East Front battle so I thik at some point it is a safe bet, but I wouldn't expect this is the next title or anything like that - but yes, at some point I think Stalingrad is a safe bet.
Glenn
I'd go for Poland '39 or Germany '45 myself. The maps might be a little beefy, but Tiller & Co. seems to manage to do an OK job :D
Pirimeister
22 Feb 05, 16:32
Yes, Poland '39 would be cool. Maybe the sides aren't balanced in the historical sense, but with all the optional rules and proper use of the advantage slider, we can have both historical and competitive playing.
And as far as wish goes, I join my countryman: another level of 2d zoom would be most welcomed.
And the possibility of taking a snapshot of the full map...
Combatengineer
22 Feb 05, 19:50
This one would fall in between PzC and MC, how about the mobile period of Korea 50-51?
I would like to see an expansion pack for Fulda/NGP set either in the '50s or early '60s.
Paulinski
09 Mar 05, 08:36
PC - Stalingrad (would buy it in a heart beat)
- Moscow
- Tunisia
- Anything on the Pacific (Guadalcanal, Iwo Jima)
MC - Afghanistan
- Yugoslavia
Bring them up....I love the PC,MC series
Now Yugoslavia would be a good one. Hypothetical NATO invasion of Serbia and Montenegro in 1999..... hum.......
Glenn Saunders
09 Mar 05, 11:42
One of the problems or issues the Modern Campaign Series would have with Yugoslavia 1999 or frankly, anything in 1999 is that there is a vastly new and improved technology that existed and would need to be built into the game and that isn't there right now.
I'm referring more to satellite intel but for only one side, and smart weapons - existing FOW and LOS routines which are fairly fundimental in the game would no longer be valid. This is one (but not the only) reason why we've kept the MC series out of the Gulf Wars.
Thus, what your suggesting is not impossible, only that it involves a great deal more programming time over something like for example taking the southern Germany Sector for 1985. John Tiller's time is limited and spread among a number of different projects - so what we have here is allocation of these scare resources in deciding which projects go ahead or not. That is my take on it anyway.
Glenn
No problems Glenn, we can wait :)
Paulinski
09 Mar 05, 12:24
Glen
Afghanistan would still work with MC engine without serious programming:)
Now the issue of balance might be a bit harder to achieve
Glenn Saunders
09 Mar 05, 13:37
Lots of topics might work - the key is getting the most popular idea that can be done with a reasonable amount of research.
I'm not implying in any way what the next MC title will be because honestly folks I don't know - it hasn't been decided. WHat has been decided is there will be some enhancements to the engine for aspect which will make the existing titles better and next one has to consider many other factors in picking what is next.
Glenn
trauth116
09 Mar 05, 14:09
Without seeing the map for F '40 yet - but knowing the EA 42 map it seems as if the titles are trending on the much larger scale (at least geographically), than has been in the past.
Anyway -- aside from the subjects mentioned in here - I am at a loss for more potential WW2 ETO subjects...
KG_RangerBooBoo
09 Mar 05, 15:03
Oh I wouldn't mind seeing something from Italy, say Salerno, Anzio, and cracking the Gustav line. How about Operation Bagration? Imagine trying to come up with a way to stop that Russian steamroller. Or maybe something with the attacks Leningrad in 1941. If you could get maps big enough maybe the whole Norwegian operation. All the battles that took place in Hungary in 1945 would probably be a good bet also.
I'd think stalingrad would be a top seller.... I know I'd like to play that one.
Paulinski
09 Mar 05, 15:52
Definately Stalingrad
There are so many titles:
the ones already mentionned, plus:
Odessa 1941, Moscow 1941, Italy for sure, Hitler Line, Gothic Line, Ortona (a personal fav) to name a few...
Another possibility might be okinawa.... Wouldn't exactly be filled with breakthroughs but would provide something a bit different.
Also, the battle would be large enough for this type of system.
trauth116
09 Mar 05, 21:47
Hrm not so sure about Odessa '41 - that was mainly infantry - and sorta drawn out *but* the Kiev encirclement might be a decent title.
But -- you know the way things have gone recently - with mods and all like Compass who knows? :smoke:
Glenn Saunders
10 Mar 05, 02:00
> Without seeing the map for F '40 yet - but knowing the EA 42 map it seems as if the titles are trending on the much larger scale (at least geographically), than has been in the past.
Not correct to make general statements like this as we've got at least one game close to completion and set for the Tillercon which won't be a huge map.
Glenn
> Without seeing the map for F '40 yet - but knowing the EA 42 map it seems as if the titles are trending on the much larger scale (at least geographically), than has been in the past.
Not correct to make general statements like this as we've got at least one game close to completion and set for the Tillercon which won't be a huge map.
Glenn
Hello Glenn,
Will this game also be available after Tillercon to the masses? :rolleyes:
theejl
On the UI side, I'd like to see "uncommanded" instead of "commanded" highlighted. It's the out of command units I need to see, As is, you have to turn on command range and commanded highlighting and then look for things NOT lit up.
Glenn Saunders
20 Mar 05, 19:08
> Will this game also be available after Tillercon to the masses?
Yes - but after the Tillercon. There are two titles, previously I only knew the PzC title because I am working on it - but I asked and John dos indeed have a second title too.
Both games will be announced at the Tillercon and go on sale to the public right after - the timing of the public release will be in the hands of HPS folks and what they need to do from their Website POV to make it available.
Glenn
Glenn Saunders
20 Mar 05, 20:10
> On the UI side, I'd like to see "uncommanded" instead of "commanded" highlighted. It's the out of command units I need to see, As is, you have to turn on command range and commanded highlighting and then look for things NOT lit up.
Hmm - interesting idea - not sure if I could sell it, but I certainly see your point.
Glenn
Any chance that the CD check will be removed permitting us to play without the CD? No CD files are available and I must admit I use them for the sake of saving to swap my CD's. I've got about 12 PzC/MC/Napoleonic/Early titles on my HDD right now and it sure comes in handy not having to swap the disks around.
Danny,
No, the check won't be removed...in fact further security measures have been discussed...
However it is possible to place the exe from each game, inside the folder (named exactly the way it is on the CD) and then leave that single CD in the drive to play all your games.
Wow, not sure I am following you Rich (working the night shift so I am a bit slow when I wake up :))
My wishlist:
Stalingrad 42/43
Italy 43 (Salerno + Anzio)
Kharkov 43 (followup to Kharkov 42, and tieable with Stalingrad)
Sealion 40
Winter War 39/40
Hungary 45
:thumup:
Especially Stalingrad with the attempted rescue of the 6th Army.
Joao Lima
26 Apr 05, 13:15
My wishlist:
Stalingrad 42/43
Italy 43 (Salerno + Anzio)
Kharkov 43 (followup to Kharkov 42, and tieable with Stalingrad)
Sealion 40
Winter War 39/40
Hungary 45
Man, only noticed now, but there was just 1 (ONE) request of someone wanting to play France 40 and even then was with the Low Countries included...
C'mon guys , when will we see the Stalingrad we are all waiting for? :-)
Would it be possible to get an optional rule or something restricting the movement of troops past a certain point? This is what I mean: If a player is very familiar with a scenario and knows exactly where and when the reinforcements will arrive, all he has to do is move his troops to that hex and just wait for the reinforcements to come in and then ambush and slaughter them. A house rule would alleviate this as long as both players agree, but what mechanism could be put in place as to not allow for this kind of playing?
Gary McClellan
09 Mar 06, 15:01
I'm not as familiar with the PzC games as the "earlier" ones, but there is such a thing in the EAW-Nap-ACW games. You can set a hexes "protection" value in those games. If reinforcements come into that hex, all enemy units within that number of hexes automatically rout.
blackdeath
09 Mar 06, 15:07
Would it be possible to create a program that will us users to play through several scenerios and track stats?
I would love to play through several different games and track the stats to see a total wars losses to both sides....
That secret for folder use to defeat copy protection got me trouble when I posted it earlier had to delete the post....I had trouble getting it to work for me the past but finally figured out it was the user not the directions...:cheeky:
lezgo killemall
09 Mar 06, 23:17
Would it be possible to get an optional rule or something restricting the movement of troops past a certain point? This is what I mean: If a player is very familiar with a scenario and knows exactly where and when the reinforcements will arrive, all he has to do is move his troops to that hex and just wait for the reinforcements to come in and then ambush and slaughter them. A house rule would alleviate this as long as both players agree, but what mechanism could be put in place as to not allow for this kind of playing?
isnt that what the map edge rule in the alt section covers?
and yes, i know what you mean. i think you should remove that report from the ladder personally. i told him to go ahead and post his major victory when i found out what he was doing, but he quit the forum instead :)
now thats what i call the best of both worlds :smoke:
Glenn Saunders
10 Mar 06, 01:15
I'm not as familiar with the PzC games as the "earlier" ones, but there is such a thing in the EAW-Nap-ACW games. You can set a hexes "protection" value in those games. If reinforcements come into that hex, all enemy units within that number of hexes automatically rout.
Yes - we have that and they should all be set in PzC - if any aren't please email me the game and scn number and I can look into it - thanks
Glenn
Yes - we have that and they should all be set in PzC - if any aren't please email me the game and scn number and I can look into it - thanks
Glenn
Glenn I don't have the game anymore but it was Smolensk 1941, Encirclement. The Russians can move right up to the reinforcement hexes and wait.
lezgo killemall
10 Mar 06, 21:42
are you sure it was turned on for yours danny?
i know in mine i discovered it wasnt turned on after a few turns.
are you sure it was turned on for yours danny?
i know in mine i discovered it wasnt turned on after a few turns.
Ed,
How did you discover this?
I know how to set protection values for reinforcements when designing scenarios, but I don't know how to check during a game to see if it's a non-zero number or not.
I don't even know where to turn this on.... is it a alt rule upon the setup of the scenario?
I know that you can go into the scenario editor and into the reinforcement dialogue and change the protection there. If there's a way to alter it in the actual game .exe, I don't know what it is.
Glenn Saunders
11 Mar 06, 02:03
I know that you can go into the scenario editor and into the reinforcement dialogue and change the protection there. If there's a way to alter it in the actual game .exe, I don't know what it is.
View | Shade => Protected hexes
...should do it.
And I've corrected the Scn to add the protection value to the entry hexes of this scn. It will be in the next update and if someone wants it now, drop me a line and I'll send it along to you.
See guys - we fix these things (if indeed they are errors as this seems to be) just as soon as we know about them.
Glenn
View | Shade => Protected hexes
...should do it.
And I've corrected the Scn to add the protection value to the entry hexes of this scn. It will be in the next update and if someone wants it now, drop me a line and I'll send it along to you.
See guys - we fix these things (if indeed they are errors as this seems to be) just as soon as we know about them.
Glenn
Thanks Glenn. That's why I buy and will continue buying HPS products.
lezgo killemall
11 Mar 06, 08:15
Ed,
How did you discover this?
I know how to set protection values for reinforcements when designing scenarios, but I don't know how to check during a game to see if it's a non-zero number or not.
i brought up the alt rules while in game and saw that it wasnt checked after his 1st ambush of my reinforcements, but as far as non-zero numbers and the like, that i have no idea about hehe. i just know the alt rule wasnt turned on after he sent me the scn.
View | Shade => Protected hexes
...should do it.
And I've corrected the Scn to add the protection value to the entry hexes of this scn. It will be in the next update and if someone wants it now, drop me a line and I'll send it along to you.
See guys - we fix these things (if indeed they are errors as this seems to be) just as soon as we know about them.
Glenn
:hail: Danke!
You da man.
In my scenario against a different guy, I'm having the same problem. I decided to thump his skull so bad in other areas that he has to pull off of my reinforcements and help. Seems to be working. :devil:
I would like the map counturs button to be "sticky" (so I dont need to click it every time game starts)
And I would also like the ability to have the map text to "layered" under unit icons, I like to have map text on but they sometimes interfer with unit icons so I have to toogle it on/off all the time.
Be able to resize the unit org box with option to keep it onscreen during play. In fact it'd be nice to be able to use it to organize/reorganize forces during play, reasign HQ's, etc.
lezgo killemall
16 Mar 06, 09:14
ok, i have trouble keeping units under their HQ's once the action starts getting going because i cant always tell who falls under who. is there any easy way to see which lesser HQ's belong to the higher HQ's?
thanks.
There's a highlight organization key. The hotkey is 'W' I believe, and there is an icon in the upper right of the toolbar. Two offset rectangles, a red and a black I think. Sometimes you have to hit 'W' a couple of times. Play around with it and you'll catch on pretty quick.
Also, the 'Q' hotkey highlights HQ units.
lezgo killemall
16 Mar 06, 12:59
hmmm
that seems to do the same as the O key w/ the slight difference of when you disengage it, it leaves all the units hilighted except the original ones chosen.
it would be nice if i could click on any of the XX HQ's(div's?) and then easily be directed to the parent XXX HQ(brigade?) that it falls under.
but i digress. let me return now to the capture of moscow, or should i use its soon to be new name, hitlerville :devil:
lezgo killemall
16 Mar 06, 15:31
ok, now i just clicked on some arty units w/ the W key, and it did come up showing all the units that i guess can spot for them? when i click the O key it just shows the other arty units and some engineers that are part of them. what does the W key do anyone? i have 15 different hot keys i use but dont remember seeing the W.
I like to use the 'E' hotkey for arty. Shows all valid targets for a given battery.
lezgo killemall
16 Mar 06, 16:04
yeah, that one when used w/ the H=max range key make it real easy to spot the targets.
as far as the W key, im thinking thats some kind of spotting thing because if im on some of my inf it doesnt hi-lite everyone in the org, just the other 2 inf co that go w/ it, but when im on a piece of arty it hi-lited about 50 differnent units from a few different orginizations.
Clicking any unit and hitting 'O' gives you the organization. To take it up a level click 'alt-O' and the parent formation will highlight. Do it again and it will take you up another level of organization all the way through army level.
Also, while it can be a bit ugly, the View-->Divisional Markings makes it easy to sort out divisions.
Glenn Saunders
17 Mar 06, 12:18
Also, while it can be a bit ugly, the View-->Divisional Markings makes it easy to sort out divisions.
I can't imagine NOT using Divisional Markers ON. Sometimes I disable it when viewing the map in 2D ZOOM out, but I have this ON virtually all the time.
Glenn
Joao Lima
17 Mar 06, 13:04
[QUOTE=Glenn Saunders]I can't imagine NOT using Divisional Markers ON. .../QUOTE]
Yep, very true.
lezgo killemall
17 Mar 06, 20:18
Clicking any unit and hitting 'O' gives you the organization. To take it up a level click 'alt-O' and the parent formation will highlight. Do it again and it will take you up another level of organization all the way through army level.
Also, while it can be a bit ugly, the View-->Divisional Markings makes it easy to sort out divisions.
thank you very much. you are a scholar and a gentleman
Glenn Saunders
17 Mar 06, 22:29
thank you very much. you are a scholar and a gentleman
And I should have add, I toggle this on and off with the V key using my left hand as my right hand is exclusively on the mouse.
Glenn
Joao Lima
18 Mar 06, 08:02
And I should have add, I toggle this on and off with the V key using my left hand as my right hand is exclusively on the mouse.
Glenn
How do you drink the beer then?.... :laugh:
KG_RangerBooBoo
18 Mar 06, 09:34
He dirinks it through a straw!
I always have a free hand when on the computer.
i would like to have the option to have highlighted and shaded hexes displayed in the jump map some how. For example if you use the h key to turn on the command radius for a HQ this would be mirrored in the jump map, similarly if you, for exaple, highlighted fixed units this could also be included in the jump map.
I think this could be a very powerful planning utility.
lezgo killemall
21 Mar 06, 02:51
it would be nice if you could keep the jump map up while performing other actions, instead of having it beep at you when you try to click on units on the map.
Glenn Saunders
21 Mar 06, 11:58
it would be nice if you could keep the jump map up while performing other actions, instead of having it beep at you when you try to click on units on the map.
That is a WINDOWS thing - the Jump Map is a Dialog box not a Window application. Try opening a WORD DOC. Open the Font Dialog and try to edit the doc with the Font Dialog (or any other for that matter) opened and you'll see exactly the same effect.
Glenn
lezgo killemall
21 Mar 06, 19:37
ok, thanks glenn
trauth116
25 Mar 06, 15:16
Adding political boundaries (national borders) -for games like France 1940, possibly the desert games - might be a nice touch.
I apoligize if this is a repeat but I'd like to see the "by length" scenario selection retrofitted to ALL Tiller games.
lezgo killemall
25 Mar 06, 17:09
id like it if when you brought up the hi-lighted area of your max move for a unit that if you clicked in the hex you wanted to move it to it would show you the arrow path of how you would get to said hex so that way you could avoid having them run right next to a spotted enemy hex or through mine fields and such if that was the only way to the hex you wanted to go, and so could plan accordingly instead of discovering it when shots ring out or mine's start exploding.
Adding political boundaries (national borders) -for games like France 1940, possibly the desert games - might be a nice touch.
It is already there. With the scenario open, click on View-Area Boundaries and it shows boundaries as set by the mapmaker, normally Blackie I believe but not in some of the games. Do it in France and it shows the national borders - as far as I know, that is what the boundaries always show are national borders, if they apply.
Rick
Glenn Saunders
26 Mar 06, 00:55
I apoligize if this is a repeat but I'd like to see the "by length" scenario selection retrofitted to ALL Tiller games.
I believe it will be Jim.
Certainly all PzCs and MC after an update.
Glenn
Glenn Saunders
26 Mar 06, 01:01
id like it if when you brought up the hi-lighted area of your max move for a unit that if you clicked in the hex you wanted to move it to it would show you the arrow path of how you would get to said hex so that way you could avoid having them run right next to a spotted enemy hex or through mine fields and such if that was the only way to the hex you wanted to go, and so could plan accordingly instead of discovering it when shots ring out or mine's start exploding.
If we did that, no unit would ever stray into a Minefield willing - and that happened fairly often. The Russians didn't care about Minefields. And in the Alamein designer notes I cite a number of examples of units strying out of the cleared lanes or just moving through what they thought was safe ground.
That said, the real reason is that is the routine avoided all Mine hexes as an example, then the game would have to determine which Mines you could and couldn't see, and may actually tell you where hidden minefileds are. So thisis actually done this way intentionally.
You may avoid this move I suppose if you use the Divisional Movement feature and do it in shorter segments, but that won't work if your units are intermixed either.
Glenn
lezgo killemall
26 Mar 06, 02:39
That said, the real reason is that is the routine avoided all Mine hexes as an example, then the game would have to determine which Mines you could and couldn't see, and may actually tell you where hidden minefileds are. So thisis actually done this way intentionally.
Glenn
makes perfect sense.
trauth116
26 Mar 06, 11:00
Thanks for pointing that out Rick -- I never looked at that part before -- now I suppose need to find a road mod that uses a bit different shade of yellow for the minor roads and trails -- or come up with one myself... which might be doable too. (The borders are the exact same shade on my system) - but still in all..
I very much appreciate learning something new.
Steve
lezgo killemall
26 Mar 06, 15:04
how about a pause button for those long ai turns during the cg's? they can easily take close to an hour of time for 1 turn.
Hit F7 or F8. Speeds up the graphics but takes nothing from the AI.
Print out those hotkeys!!
lezgo killemall
26 Mar 06, 22:42
it goes to fast for me on F8. i dont want to speed it up anymore, just would like to be able to stop it.
i guess im still to new to the game and like to watch all the results. i have finally turned off the sound for the most part though. :)
usually i use F6 and dont miss to much other then assaults and some minefields casualties. assaults blink way to quick to catch most times even on F6 though.
Korea '50
It should include the Chinese, and a few battles during the years of stalemate at the DMZ. Maybe some what-ifs.
it goes to fast for me on F8. i dont want to speed it up anymore, just would like to be able to stop it.
i guess im still to new to the game and like to watch all the results. i have finally turned off the sound for the most part though. :)
usually i use F6 and dont miss to much other then assaults and some minefields casualties. assaults blink way to quick to catch most times even on F6 though.You actually can pause the AI turn, if you dont use the on map results then the box thats comes up after every attack have a pause button.
But if you use the F5 button with on map results unchecked it moves really slow so you can get it all :)
it also has a "step" button if you want to continue on.(if you dont want to wait enymore)
Sheesh, I've been hanging out in the Unofficial forum wondering if these games were all dead. Whaddya know, everybody is *here*.
Anyway, some items on my wishlist, hopefully none too difficult:
1. A universal command to break-down every unit that can be broken down. This is the first thing I do in every CG, and it takes FOREVER for my OCD-addled mind to do this across big maps (Stalingrad. . . pain).
2. A universal command to dig in every unit that can dig in. This is the second thing I do in ever CG, and it's the same problem as above. If I can do this with one click, then I can pick and choose who moves-- but if you stand still, you dig (at least in my games).
3. I saw this mentioned this in another thread, and supported it there-- an option to make attacking results instantaneous. The fast AI option is indispensable, works great, but in a CG with several thousand units *my* turn takes far too long. I click to attack, wait for sound effect, wait for attacking graphic, then wait for enemy reaction fire calculation, then wait for enemy reaction fire sound effect, then wait for enemy reaction fire graphic, then wait for it to repeat as more enemy units pile on. You can see how insufferable this gets when I've got several hundred units to attack with.
Anyway, really, it takes far too long to do this. I love the monster games, but I spend so much time waiting to finish my attacks (even with the sound off-- that hardly speeds it up a whit given that fire animation) to make it all that pleasureable an experience. PLEASE do something for this.
4. The ability to change an optional rule after you've started the game. I know a lot of folks play HTH, where this would be a "bad idea," but I've found myself guilty of choosing poorly a few times. I was two turns into Stalingrad, after all the above click-work (see #1 & #2) to make everything perfect, only to discover that I didn't turn on locking zones of control like I had wanted. My only option at that point was to junk the game and start over. Not fun.
I'm guessing some optional rules would be impossible to change (explicit supply, probably) but the ones involving calculations, ZOC, weather, etc. shouldn't be prohibitive to change in-game. . . right?
Anyway, appreciate the feedback, and still playing the games after all these years (and years, and years)!
Cheers,
Dave
lezgo killemall
29 Apr 06, 07:26
hey dave, glad you finally found your way to the party, though everyone seems passed out at times w/ the little amount of posting that goes on here hehe :whist: . love your idea #2, and would love to see someway to implement #4 as well.
you probably saw it, but just in case there is a thread to join in on the MG44 tourney that will be following el alamein if your so inclined.
I'd like to have the combine/breakdown to be 2 separate commands. I hate trying to combine units and having them break down into smaller units necessitating a bunch more clicks than I wanted.
I'd also like the 'map contours' selection to be 'saved' so that I don't have to click it on everytime I start the game. Same for on map names.
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