A few suggestions

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

Moderators: firepowerjohan, rkr1958, Happycat, Slitherine Core

Post Reply
borsook79
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 838
Joined: Tue May 29, 2007 5:51 pm
Location: Poland

A few suggestions

Post by borsook79 »

Currently I am enjoying playing CEAW and while it is a superb game I have a few suggestions:

1. Allow to change (or set permanently in options) zoom level at which AI turn is played.

2. When watching convoy movement of a convoy that started its turn in my line of sight I can see where it ends its movement even though this hex is in FOG.

3. Make an updated version of the manual, not only does the current one have errors (picture of statistics screen instead of end turn summary for example), it has a few omissions that seem to be confusing - e.g. the author of this text: http://www.peachmountain.com/5star/Comm ... t_War.aspx missed the fact that the closer zoom is available on high memory setting only. Plus an appendix with changes introduced by patches would be nice.

4. Add a possibility of CEAW having its own mouse cursor, tiny detail I admit but nice nevertheless.

5. More mouse-over info would be nice, e.g. hovering the mouse over oil reserve could display the amount of oil gained per turn etc.
KarlXII
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 80
Joined: Mon Nov 19, 2007 9:42 am

Post by KarlXII »

And while we´re at it:

1. What does the symbols mean in the middle when the odds are displayed prior to an attack ? I understand the symbol for a river but there is a shovel also ?
borsook79
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 838
Joined: Tue May 29, 2007 5:51 pm
Location: Poland

Post by borsook79 »

KarlXII wrote:And while we´re at it:

1. What does the symbols mean in the middle when the odds are displayed prior to an attack ? I understand the symbol for a river but there is a shovel also ?
Entrenchment.
borsook79
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 838
Joined: Tue May 29, 2007 5:51 pm
Location: Poland

Post by borsook79 »

yet another one:

6. Turn length should be lowered to at least 14 days. With a 20 days turn many historical outcomes are impossible, e.g. conquest of Poland at a historical date.
Ryben
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 281
Joined: Sun Dec 02, 2007 2:12 pm
Location: Spain

Post by Ryben »

Another one:

7. Not all numbers for an unit are shown on the map when you click on them. For example, the attack range for planes is not show. The only way to know the current level is going to "buy" screen and watch all the characteristics.
borsook79
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 838
Joined: Tue May 29, 2007 5:51 pm
Location: Poland

Post by borsook79 »

Ryben wrote:Another one:

7. Not all numbers for an unit are shown on the map when you click on them. For example, the attack range for planes is not show. The only way to know the current level is going to "buy" screen and watch all the characteristics.
The range is kind of shown, i.e. units that can be attacked by air unit got circles on them.
borsook79
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 838
Joined: Tue May 29, 2007 5:51 pm
Location: Poland

Post by borsook79 »

8. Allow the player to decide how much to reinforce a given unit, e.g. shift click displays a window where you can set the number of points to reinforce.

9. Allow changing music/sound effect volume.
KarlXII
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 80
Joined: Mon Nov 19, 2007 9:42 am

Post by KarlXII »

Borsook wrote:8. Allow the player to decide how much to reinforce a given unit, e.g. shift click displays a window where you can set the number of points to reinforce.
Very good suggestion!
borsook79
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 838
Joined: Tue May 29, 2007 5:51 pm
Location: Poland

Post by borsook79 »

10. Add an "undo move" key that is active only when the unit in question started and ended its movement outside of FOG. This way it would prevent abusing it and at the same time allow correcting some mistakes (maybe because I have a cat lack of undo is problematic).

11. Tweak Allied AI so that it sends more troops to Africa instead of making an early invasion of France. Gaining oil fields give bigger advantage to Axis.
Ryben
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 281
Joined: Sun Dec 02, 2007 2:12 pm
Location: Spain

Post by Ryben »

Borsook wrote:10. Add an "undo move" key that is active only when the unit in question started and ended its movement outside of FOG. This way it would prevent abusing it and at the same time allow correcting some mistakes (maybe because I have a cat lack of undo is problematic).
Agree 100%. Not only domestic animals...sometimes you click on the wrong hex or are somehow distracted and don´t attack after moving. That sort of things.

Changing the zoom level when AI is solving its turn is also a must. It´s a pain trying to read that little numbers.

I´ll add this one:

12. Change visually the icons of units as they advance in technology (not just tanks). Maybe a little icon or a "+" sign under the unit to denote that they are more advanced than others. It´s quite time-consuming having to click on each unit to denote who have upgrades and who not.
borsook79
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 838
Joined: Tue May 29, 2007 5:51 pm
Location: Poland

Post by borsook79 »

Hope I am not getting too annoying with this but another one:

13. Replay last enemy's turn button - pretty obvious.
borsook79
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 838
Joined: Tue May 29, 2007 5:51 pm
Location: Poland

Post by borsook79 »

14. Some sort of graphical indicator of winter taking place - small icon next to date for example.
Post Reply

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