Thanks guys for the detailed response to my suggestions. Re upgrades, the documentation is great but what would be better is a roll-over type function that tells you what upgrades you are eligible for, perhaps in the form of a simple value/capability format where the increase if value is paired with the relevant capability expressed in game symbols. That said its easy for me to clamor for something that probably involves a lot of coding, but please keep it in mind as you consider BJR 2.xrkr1958 wrote:The documentation associated with our mod includes a research PDF document that shows what upgrades each unit is entitled to based on current tech levels. This has been there since our initial release of the mod and will be there is our next release (i.e., v2.00).Celeborn wrote:1) Tech Upgrades: When units are eligible for upgrades it would be great to see which upgrades they are eligible for vice the generic X/Y formula. Better still would be the ability to select which upgrades to apply.I agree with Paul's answer on this. By the way, if a leader is recalled from a unit the unit can still move and fight that turn. So, I think this reinforces Paul's reasoning as to why a unit can't move on the turn it gets a new leader.Celeborn wrote:2) Leader Assignment: Suggest that assigning leaders no longer count as moving the receiving unit. (don't see any historical justification for this)
This has been discussed several times before. Besides the complicated programming logic and algorithms required to determine if a move provided intelligence or not one can make an argument that every move provides intelligence. For example, if you move a unit and that move uncovers NO additional enemy units this provides useful intelligence. If you could undo that move what would prevent an opponent from moving and undoing a move until it found the enemy. Note that a player could always do this by making a move then ending the game, reloading the game and making another move. However; this is cheating. But, if you had an undo button then players could do this within the letter of the rules (i.e., without cheating) but, in my opinion, outside the spirit of the rules. We all make unintentional moves. I just chalk that up to the confusion and randomness of war.Celeborn wrote:3) Create "Undo" button to allow for correcting erroneous moves. Undo would not be available if movement included combat or provided intelligence on unoccupied hexes.
We have. Paul has created a wonderful set of historical images for nearly all units (including minor countries) at all tech levels. Also, his map changes are stunning! You can see the glaciers in Greenland. Like Paul said v2.00 will be like getting a different game.Celeborn wrote:4) Upgrade Images for Motorized: Poor motorized units get no love in this department yet are exceedingly important.
The CEaW game engine only allows a fix number of unit types. All of those except one (heavy tanks) are currently being used. It would be a MAJOR undertaking to increase the number of unit types.Celeborn wrote:5) Elite units for Soviets, Germany and UK (an idea posted a couple months ago that has since been revised)
One other observation: it seems odd the Allies cannot control the convoys. In my current game I have been able to exploit the shortcomings of the AI to significantly slow the convoys by placing wolf packs in their path. I suppose you could argue that if the Allies provide DD escort this will become a potentially costly strategy for the Kriegsmarine, but given all I've read about how the convoys tried to elude the U-boats it seems more historical for the Allies to have the option of taking a more circuitous route in order to avoid taking losses. As I understand it the battle of the North Atlantic was truly a cat-and-mouse affair.

So looking forward to BJR 2.0 Any thoughts as to bringing 1.12 games into 2.0? (we are in Dec '42 and I suspect will have about another year under belt by the time 2.0 rolls out)
Steve