A few suggestions/questions for GS 2.0 expansion developers

PSP/DS/PC/MAC : WWII turn based grand strategy game

Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core

Post Reply
vveedd
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 286
Joined: Tue Jun 06, 2006 8:54 am

A few suggestions/questions for GS 2.0 expansion developers

Post by vveedd »

First I must say – great expansion. I have participated in original CEAW game with my suggestions and testing the game and must say – I am jealous that I haven’t participated in this expansion :wink: . So I will try to catch up with few suggestions/questions:
1.)I would like to see every time I like what units are under command of certain commander. Now we can see it only before commander unit is moved.
2.)To avoid some stupid situations where unit without supply can stay in one hex in the middle of enemy territory entire game I would like to see automatic elimination/surrender of unsupplied units after certain numbers of turns.
3.)I recommend that you change dots for showing experience level with stars or some different shape. They a little bit confusing with dot for showing entrenchment level.
4.)Is it possible to adjust Multiplayer to be handled via Slitherine’s PBEM++ server?

Best regards.
Peter Stauffenberg
General - Carrier
General - Carrier
Posts: 4745
Joined: Sun Jul 08, 2007 4:13 pm
Location: Oslo, Norway

Post by Peter Stauffenberg »

1. This has to do about how selection works in CeaW. The command range calculation is something that requires that you select a unit so you know which commander to calculate. The problem is that if the unit has moved then you can't select it anymore to trigger the selection. Altering the unit selection could generate bugs that we don't want to see.

2. Units out of supply actually lose one step per turn (except partisans). Paratroopers will always have supply level 1 unless they have access to a better source. You can even bombard the production of a city and the supply level generated from the city will be determined by the production still working. Since you will use the best supply available it means that if you isolate a city then it can only get supply from that city. So bombarding it means it can't generate as much supply and might even get out of supply if down to 0-1 strength (10 is max. Production = strength * max production in hex).

So if you e. g. cut off Leningrad you can bombard it and make it drop in supply level. This means the unit inside will perform worse and can repair fewer steps.

It's possible to just screen Russian units near the front line and cut their supply. Then the units will lose 1 step per turn so you can let them starve instead of attacking them.

3. That is a big task and was not scope of GS v2.0
luthrower66
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 11
Joined: Fri Mar 04, 2011 4:57 am

Post by luthrower66 »

Where/How does one change the font? I understand there is a certain font that is recommended, but once we have that font how do we update the game files so that the pop-up messages in the game fit in the box?
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

luthrower66 wrote:Where/How does one change the font? I understand there is a certain font that is recommended, but once we have that font how do we update the game files so that the pop-up messages in the game fit in the box?
No update to game files is necessary. Once you've successfully install the font in Windows, this is the font GS should use. By the way, this is a feature of the base (or vanilla) game.
vveedd
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 286
Joined: Tue Jun 06, 2006 8:54 am

Post by vveedd »

Stauffenberg wrote: 2. Units out of supply actually lose one step per turn (except partisans). Paratroopers will always have supply level 1 unless they have access to a better source. You can even bombard the production of a city and the supply level generated from the city will be determined by the production still working. Since you will use the best supply available it means that if you isolate a city then it can only get supply from that city. So bombarding it means it can't generate as much supply and might even get out of supply if down to 0-1 strength (10 is max. Production = strength * max production in hex).

So if you e. g. cut off Leningrad you can bombard it and make it drop in supply level. This means the unit inside will perform worse and can repair fewer steps.

It's possible to just screen Russian units near the front line and cut their supply. Then the units will lose 1 step per turn so you can let them starve instead of attacking them.
Sorry, didn’t quite understand this losing 1 step thing? 1 step from what?
Stauffenberg wrote: 3. That is a big task and was not scope of GS v2.0
Changing dots for experience level or PBEM++? I assume PBEM++ :P . I know that this was not scope of GS v2.0. I am asking is it possible to do in future?
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

vveedd wrote:Sorry, didn’t quite understand this losing 1 step thing? 1 step from what?
A non-airborne & non-partisan unit that begins and ends it turn out of supply will lose 1-step of strength. A full strength unit is 10-steps.
vveedd
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 286
Joined: Tue Jun 06, 2006 8:54 am

Post by vveedd »

rkr1958 wrote:
vveedd wrote:Sorry, didn’t quite understand this losing 1 step thing? 1 step from what?
A non-airborne & non-partisan unit that begins and ends it turn out of supply will lose 1-step of strength. A full strength unit is 10-steps.
Thanks for quick answer. You programmers – 1 step :roll: ? So I assume (again) that unit is automatically eliminated when step :P is zero?
kvadra
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 40
Joined: Sat Jul 31, 2010 4:01 pm
Location: Norway

Post by kvadra »

Would it be possible to display the attack range of aircraft, the same way the range of leaders is displayed?
Peter Stauffenberg
General - Carrier
General - Carrier
Posts: 4745
Joined: Sun Jul 08, 2007 4:13 pm
Location: Oslo, Norway

Post by Peter Stauffenberg »

You can see the attack range of air units by selecting the unit. All enemy units / hexes with a small circle in the center are eligible for attack.
kvadra
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 40
Joined: Sat Jul 31, 2010 4:01 pm
Location: Norway

Post by kvadra »

Yes, that is true. But e.g. when considering where to place British FTR, STR etc. it would be nice to see very quickly the attack range. As it is now, you have to count hexes in all directions.
Just a suggestion if you're gonna do more GS upgrades. :)
pk867
Sr. Colonel - Battleship
Sr. Colonel - Battleship
Posts: 1602
Joined: Fri May 08, 2009 3:18 pm

Post by pk867 »

You can see the movement / attack factor in the unit panel display when the unit is selected.

You will no see the range after the unit has moved, perform an attack or has been intercepted the same as leaders now.

I guess you are suggesting to highlight non-target hexes?

Have you discovered that if you select a unit and mouse over various numbers in the unit panel tooltips will highlight giving more information about the unit?

We have tooltips for production, oil reserves, amph numbers and such.
kvadra
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 40
Joined: Sat Jul 31, 2010 4:01 pm
Location: Norway

Post by kvadra »

I know about the tooltips, yes. You are right in line 3, I am suggesting a "highlight line" to show the attack range.
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

vveedd wrote:
rkr1958 wrote:
vveedd wrote:Sorry, didn’t quite understand this losing 1 step thing? 1 step from what?
A non-airborne & non-partisan unit that begins and ends it turn out of supply will lose 1-step of strength. A full strength unit is 10-steps.
Thanks for quick answer. You programmers – 1 step :roll: ? So I assume (again) that unit is automatically eliminated when step :P is zero?
Yes. A unit is eliminated when it reaches 0-steps (or less). For example, an attack against a 4-step unit produces 6-steps of damage. That unit is eliminated, and would have been eliminated if the attack had produced 4-steps of damage.

The step concept, and 10-steps being full strength, is a fundmental concept throughout all the game. For example, every city and port at full strength is at 10-steps. Combat or bombing can reduce their strength. So a city knocked down to 3-steps will produce 30% of the PP's that it produces when at full stength.
Post Reply

Return to “MILITARY HISTORY™ Commander - Europe at War : General Discussion”