- A overal look at what you have
A window with a list of all frienly units in the current scenario, their status, morale, experience, shots, etc. Possibility to select a unit and go (double click will be perfect) to the play window with the unit selected. - What will come in reinforcements
List of friendly units expected as reinforcement, turn and place where will enter the scenario. - Replay last turn
BA is a strategy game, the player should be able to begin the turn and "see" the whole situation, as a chess game. When you play MP you play a little blind. For exemple, in my turn I see fire from a mortar in a nearby forest, or a moving infantry enter a building, next turn I'll go for them, but the opponent takes 3-5 days to answer, I'm playing about 5-6 games, when I retook that scenario a do not remember where I saw the inf., the mortar o even I do not remember if the mortar was seen in this scenario?
A way to identify a tile (x;y) will help. (writing down in a peace of paper)
And the definitive: the ability to review the whole last turn.
BA shows now, when you load a MP game, the opponent last turn but only once and you can not move easily around the map during replay. The improvement should allow to see also your own last turn, and to be able to repeat it and stop, like a movie player (<< < || > >>) - A way to know the name of the scenario being played
This seems stupid but many times I do not remember the name, and in the turn update mail many times the name is not the real name, is the file name. - Some windows open/closes with a shortcut key
Escape key open and closes the save games window, "j" the mini map, "m" the top view, "1" show/hides the LOF, why casualties (used frecuently) do not have that property?
Wishes/improv. (for Public To-Do List for PipFromSlitherine)
Moderators: Slitherine Core, BA Moderators
Wishes/improv. (for Public To-Do List for PipFromSlitherine)
On the already heavy list of to-do's that Pip has, I'll like to open a few more suggestions
and ask everybody to add theirs or vote for priorities.
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pipfromslitherine
- Site Admin

- Posts: 9882
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
All good stuff - some easier to implement than others
.
Most are on the tasklist already, but I will add on the new ones. We are working pretty much constantly to improve the game and these kind of suggestions are very welcome.
Cheers
Pip
Most are on the tasklist already, but I will add on the new ones. We are working pretty much constantly to improve the game and these kind of suggestions are very welcome.
Cheers
Pip
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Slowbius
- Senior Corporal - Ju 87G

- Posts: 79
- Joined: Sun Nov 20, 2011 9:20 am
- Location: Hampshire, United Kingdom
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
Hi Pip,
Any idea when multiplayer force selection will be ready for release?
Any idea when multiplayer force selection will be ready for release?
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pipfromslitherine
- Site Admin

- Posts: 9882
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
It's in now. We have the get it tested and some maps built and balanced. This update has taken longer than I had hoped, some nasty bugs that took a long time to track down, and a lot of iPad memory work to deal with a small number of people having issues.
I'm aiming to get a PC build to the team for early next week and hopefully we can start a PC beta the week after.
Cheers
Pip
I'm aiming to get a PC build to the team for early next week and hopefully we can start a PC beta the week after.
Cheers
Pip
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Slowbius
- Senior Corporal - Ju 87G

- Posts: 79
- Joined: Sun Nov 20, 2011 9:20 am
- Location: Hampshire, United Kingdom
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
That's good news - thanks for your hard work!
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
Pip, I'm sure many people have mentioned it already, but I still can see when my opponent promotes a hidden unit since the star animation is visible. Just curious about that issue....and on a lighter note...if only they could clone Pip and double his already sky high productivity!
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Slowbius
- Senior Corporal - Ju 87G

- Posts: 79
- Joined: Sun Nov 20, 2011 9:20 am
- Location: Hampshire, United Kingdom
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
Yes I've noticed that too. Surely it's not a design feature because I tend to promote units after they've moved which of course reveals their position.I still can see when my opponent promotes a hidden unit since the star animation is visible
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MrsWargamer
- 1st Lieutenant - 15 cm sFH 18

- Posts: 822
- Joined: Thu Apr 03, 2008 3:17 pm
- Location: Canada
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
What will come in reinforcements
List of friendly units expected as reinforcement, turn and place where will enter the scenario.
I will support this notion. Until you have played a scenario to death you always end up making moves that you would NOT have made had you but known 'next turn this shows up'. In real life you usually have some idea of what might be out there on hand to be available.
List of friendly units expected as reinforcement, turn and place where will enter the scenario.
I will support this notion. Until you have played a scenario to death you always end up making moves that you would NOT have made had you but known 'next turn this shows up'. In real life you usually have some idea of what might be out there on hand to be available.
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
Hi all, new to this great game and slowly trying to understand the mechanics. What about adding some visible indication on your hidden units? I find a little confusing not knowing whether my own units have been spotted or not... Of course in real life combat you would only know if you're shot at , but that can also be calculated i.e. visual contact calculation would determine who is spotted first or both...
Would that break the game?
As a newb, I would find extremely helpful to see a whole replay of my own mp games with no fow...! Would that give away too much of the opponent's strategy? Perhaps could be optional setting?
Thanks again for a really nice strat game on ipad!
Cheers,
Dav
Would that break the game?
As a newb, I would find extremely helpful to see a whole replay of my own mp games with no fow...! Would that give away too much of the opponent's strategy? Perhaps could be optional setting?
Thanks again for a really nice strat game on ipad!
Cheers,
Dav
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pipfromslitherine
- Site Admin

- Posts: 9882
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
Full game replays are also on the wishlist from players, but it's a pretty large task.
I'll add some UI to show if units are spotted to the task list. As we tell you when you have been spotted, it wouldn't be new information.
Cheers
Pip
I'll add some UI to show if units are spotted to the task list. As we tell you when you have been spotted, it wouldn't be new information.
Cheers
Pip
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
What about a window with a list of all units (not scenario unit) where you can select a unit and see every attribute, icon, availability years, etc (like Steel Panthers WW).
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
On the ipad, would like to see:
1. The tutorial campaign does not mention how to deselect units - that is very important and should be included
2. The minimap is too small and it should be possible to remove, move, or enlarge it
3. more campaigns - interesting to see "what-if" scenarios included!
4. There's a marvelous selection of vehicles available but it it would be nice if there maybe a little more variety in the early war vehicles such as the Close Support versions of British tanks
5. in the SeaLion campaign, British infantry and machine guns can't shoot at German mobile flak vehicles - the majority of such vehicles were unarmoured, so this could be allowed. Did the Vickers have an armour piercing round? I don't think so, but you should still be able to suppress (button) a tank with machine gun fire and/or sufficient rifle fire
6. I'm not sure what order the units are displayed when you hit the "next unit" button but it would be great if the units were displayed either in order of action points available or from the top to the bottom of the screen.
1. The tutorial campaign does not mention how to deselect units - that is very important and should be included
2. The minimap is too small and it should be possible to remove, move, or enlarge it
3. more campaigns - interesting to see "what-if" scenarios included!
4. There's a marvelous selection of vehicles available but it it would be nice if there maybe a little more variety in the early war vehicles such as the Close Support versions of British tanks
5. in the SeaLion campaign, British infantry and machine guns can't shoot at German mobile flak vehicles - the majority of such vehicles were unarmoured, so this could be allowed. Did the Vickers have an armour piercing round? I don't think so, but you should still be able to suppress (button) a tank with machine gun fire and/or sufficient rifle fire
6. I'm not sure what order the units are displayed when you hit the "next unit" button but it would be great if the units were displayed either in order of action points available or from the top to the bottom of the screen.
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pipfromslitherine
- Site Admin

- Posts: 9882
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
1 - the tutorial does indeed mention tapping the unit info panel to deselect, in the very first message that comes up
. It might be we should reiterate it later in the tutorial.
2 - there is an option in the options screen to hide the minimap.
3 - we're working on more campaigns
. They take a lot of design and balancing work. And there are so many ideas!
4 - interesting.
5 - not sure on this one. Someone with more indepth knowledge of the units would need to speak to it. I think it's a subtle point as to whether you should be able to suppress something that you cannot actually hurt.
6 - they are displayed in their 'internal' order. We could make it something else, but as it is the order should always be consistent.
Thanks for the feedback
.
Cheers
Pip
2 - there is an option in the options screen to hide the minimap.
3 - we're working on more campaigns
4 - interesting.
5 - not sure on this one. Someone with more indepth knowledge of the units would need to speak to it. I think it's a subtle point as to whether you should be able to suppress something that you cannot actually hurt.
6 - they are displayed in their 'internal' order. We could make it something else, but as it is the order should always be consistent.
Thanks for the feedback
Cheers
Pip
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
to be precise, at that stage of the war, only ten German half-tracked flak trucks were armoured (they were built for the invasion of Czechoslovakia), all the rest were no better armoured than the british AA truck which easily gets destroyed by anything. It was worthwhile shooting at at a tank with bullets because it made the tank commander duck inside and pull the hatch down - it was then "buttoned up" and not much could be seen from inside the tank.
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
- A friendly unit should be able to pass through tiles where there are a friendly unit.
Seems illogical don't be able to pass through a friendly tile. The wiki says "The scale is abstracted. 1 tile is intended to represent 50-100m. 2 tiles about 200m,", so moving a tank through a infantry or inverse should not be a problem. Another think is, what happens if the unit is fired while passing through the occupied tile, maybe just stopping the unit, or wreck if killed, in the from tile
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pipfromslitherine
- Site Admin

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Re: Wishes/improv. (for Public To-Do List for PipFromSlither
This would cause issues where (e.g.) a unit 'entered' a tile containing another unit, and was then fired on. Where does it stop? It cannot stop on a tile owned by another unit. If we somehow delay the attack, then there is an exploit where you can move units unhindered through 'chains' of other units.
It's something we are definitely thinking about, as it can sometimes be annoying having to wrangle units just to get them into the right places.
Cheers
Pip
It's something we are definitely thinking about, as it can sometimes be annoying having to wrangle units just to get them into the right places.
Cheers
Pip
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
Well, we can say that only units that begin to move adjacent to a friendly unit may pass through.
In that way if fired on, and this even stops his move, it may return to his init tile.
Also it should have an AP penalization for that action. (be carefully with units in tile).
In that way if fired on, and this even stops his move, it may return to his init tile.
Also it should have an AP penalization for that action. (be carefully with units in tile).
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
can generate a random map or Scenario
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
- To be able to reorder the Accept challenge list in the MP, order by name, player or date
Re: Wishes/improv. (for Public To-Do List for PipFromSlither
I see your list is near empty, do you need some additional work
btw, what is "1st Pass Mission Scripting"?
btw, what is "1st Pass Mission Scripting"?


