Improvement suggestions v.8.4.1

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kondi754
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Re: Improvement suggestions

Post by kondi754 »

Horst wrote: Tue Oct 06, 2020 1:22 pm
kondi754 wrote: Tue Oct 06, 2020 12:00 pm However, plain terrain looks decent at best :|
Yep, the open-ground's grassland has a too bright desert-like underlay. This gives a good transition from the many beaches of the old Pacific campaign scenarios but is untypical for the European theater which base soil color should rather be dark brown. Australia, on the other hand, got this typical reddish-brown soil. You can't make it right with a single terrain type for every region in the world. No idea, maybe it's possible with more climate types with different color palettes or shifts.

My own suggestion here: please make naval attacks versus land-units behave the same like land-artillery with diminishing damage on low-strength units. They decimate way too easy low-strength units by the long-range attacks.
You mean Western and Central Europe open terrain, Eastern Europe open terrain, Northern Europe open terrain, Southern Europe open terrain, etc. ??? :D
It would be awesome, I don't even dream about something like that :mrgreen: 8)


Improvement suggestion (next):

M5 Stuart model should be reworked (below :arrow: )
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GabeKnight
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Re: Improvement suggestions

Post by GabeKnight »

Agree on the terrain, but that would require a major overhaul of the game... :|
kondi754 wrote: Tue Oct 06, 2020 2:12 pm M5 Stuart model should be reworked (below :arrow: )
Try firing with the M5A1 and watch the barrel... :lol:
Horst
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Re: Improvement suggestions v.8.4.1

Post by Horst »

Just take a look at Arid climate terrain. It's basically just a color-shift of the default one.
No idea why my quick color-changes in terrain.csv didn't work for me now, but maybe something can already tuned somewhere without a "major overhaul of the game". :)
GabeKnight
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Re: Improvement suggestions v.8.4.1

Post by GabeKnight »

Horst wrote: Tue Oct 06, 2020 4:39 pm Just take a look at Arid climate terrain. It's basically just a color-shift of the default one.
No idea why my quick color-changes in terrain.csv didn't work for me now, but maybe something can already tuned somewhere without a "major overhaul of the game". :)
Adding new terrain should not be "difficult" for the devs, it's "just" a workload of doing the 3D works/graphics.

What I meant was that if the "default" open terrain would be changed it would affect all scens alike: Pacific, Africa or Europe. You would have to edit all existing scens of each DLC according to the new terrain.

BTW I did some terrain tests and all you can mod are existing ones. What you can do is edit the background terrain-image files at \Graphics\Terrain\.
The color column in the terrain.csv file only affects the terrain-color in the scen editor.
Horst
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Re: Improvement suggestions v.8.4.1

Post by Horst »

GabeKnight wrote: Tue Oct 06, 2020 4:56 pm What I meant was that if the "default" open terrain would be changed it would affect all scens alike: Pacific, Africa or Europe. You would have to edit all existing scens of each DLC according to the new terrain.

BTW I did some terrain tests and all you can mod are existing ones. What you can do is edit the background terrain-image files at \Graphics\Terrain\.
The color column in the terrain.csv file only affects the terrain-color in the scen editor.
Yes, it would only be a tweak to the default terrain. No idea how this all works with terrain and graphic and how much someone could actually improve there. However, if someone creates a campaign together with a mod then such file changes could be added too maybe, so you always get the right terrain colors for the desired region. Just my theory.

Oh, that's sad about the color setting there. Thanks, good to know!
There is also the climate file with Bloom settings which I didn't see differences as well. I guess there isn't anything useful to tweak there either.
GabeKnight
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off-topic

Post by GabeKnight »

Horst wrote: Tue Oct 06, 2020 5:19 pm Yes, it would only be a tweak to the default terrain. No idea how this all works with terrain and graphic and how much someone could actually improve there. However, if someone creates a campaign together with a mod then such file changes could be added too maybe, so you always get the right terrain colors for the desired region. Just my theory.
Actually it should work like this. You should be able to tweak the open terrain image file to be more brown or reddish or whatever. And it would work together with a mod and campaign...

...but... there's just nobody around who's willing to do campaigns inside mods, to be honest. Erik, Bruce, conboy et al. create for vanilla only.

Exceptions are the "Spanish Civil War" mod and Erik's and mine "Korean War" mod. There - as a test - I've switched the "scorched" terrain type with my own "high grass" terrain.
kondi754
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Re: Improvement suggestions

Post by kondi754 »

GabeKnight wrote: Tue Oct 06, 2020 3:37 pm Agree on the terrain, but that would require a major overhaul of the game... :|
kondi754 wrote: Tue Oct 06, 2020 2:12 pm M5 Stuart model should be reworked (below :arrow: )
Try firing with the M5A1 and watch the barrel... :lol:
I did not expect that... :shock: The barrel moves down when fired :lol:
Horst
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Re: off-topic

Post by Horst »

GabeKnight wrote: Tue Oct 06, 2020 9:59 pm ...but... there's just nobody around who's willing to do campaigns inside mods, to be honest. Erik, Bruce, conboy et al. create for vanilla only.
Yeah, I don't have much experience with the mod-launcher stuff. A "mod" doesn't require unit changes or additions. Tiny changes like terrain or changed flags could also already work. I mean, your mod also still works with all vanilla content that could include such terrain tweak.
GabeKnight
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Re: off-topic

Post by GabeKnight »

Horst wrote: Wed Oct 07, 2020 2:46 pm A "mod" doesn't require unit changes or additions. Tiny changes like terrain or changed flags could also already work. I mean, your mod also still works with all vanilla content that could include such terrain tweak.
True. I think there is actually a hictorical flag mod out there somewhere - buried in the forum.

And yeah, I could include some brownish open terrain or reddish sand terrain alternatives in my mod. But one would have to switch them manually (with the Windows-Explorer) between DLCs/campaigns or even scenarios. Don't know if that would work with the usual casual players? But I could do some tests.
Horst
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Re: off-topic

Post by Horst »

GabeKnight wrote: Wed Oct 07, 2020 6:18 pm And yeah, I could include some brownish open terrain or reddish sand terrain alternatives in my mod. But one would have to switch them manually (with the Windows-Explorer) between DLCs/campaigns or even scenarios. Don't know if that would work with the usual casual players? But I could do some tests.
That would be great. This dark brown should also include the dirty roads then.
kondi754
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Re: Improvement suggestions v.8.4.1

Post by kondi754 »

I think there should be 4 types of CPs: land, naval, air, recon.
Recon is a land-air class , and it is underrated because his weak armament. Players often save on it to have more infantry or AT. Also 1 more combat air unit.
I also think the Devs are therefore adding Recon as aux units on the map

When the player would receive, for example, 10 recon CPs, his only problem would be to balance the air or land recon on the map.
I think most players don't even know how important this part is in the core.
Erik2
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Re: Improvement suggestions v.8.4.1

Post by Erik2 »

kondi754 wrote: Thu Oct 08, 2020 10:39 pm I think there should be 4 types of CPs: land, naval, air, recon.
Recon is a land-air class , and it is underrated because his weak armament. Players often save on it to have more infantry or AT. Also 1 more combat air unit.
I also think the Devs are therefore adding Recon as aux units on the map

When the player would receive, for example, 10 recon CPs, his only problem would be to balance the air or land recon on the map.
I think most players don't even know how important this part is in the core.
A scenario designer may also find it useful to have rail CPs (max entrained pr turn) and seaborne CPs (max embarked pr turn) in the tool-box.
Default CPs would be unlimited (current standard).
kondi754
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Re: Improvement suggestions v.8.4.1

Post by kondi754 »

Erik2 wrote: Fri Oct 09, 2020 7:20 am
kondi754 wrote: Thu Oct 08, 2020 10:39 pm I think there should be 4 types of CPs: land, naval, air, recon.
Recon is a land-air class , and it is underrated because his weak armament. Players often save on it to have more infantry or AT. Also 1 more combat air unit.
I also think the Devs are therefore adding Recon as aux units on the map

When the player would receive, for example, 10 recon CPs, his only problem would be to balance the air or land recon on the map.
I think most players don't even know how important this part is in the core.
A scenario designer may also find it useful to have rail CPs (max entrained pr turn) and seaborne CPs (max embarked pr turn) in the tool-box.
Default CPs would be unlimited (current standard).
Do you mean like in PzC 2 :?:
Erik2
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Re: Improvement suggestions v.8.4.1

Post by Erik2 »

I didn't know PzC2 included this. I proposed the idea for adherbal several years ago...
terminator
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Re: Improvement suggestions v.8.4.1

Post by terminator »

In panzercorps 1 it is possible to define the type and number of transport available:

Capture d’écran (1004).jpg
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Horst
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Re: Improvement suggestions v.8.4.1

Post by Horst »

Recon: I changed the weakest mg-only recon vehicles to Supply/Command 1, then there is a good chance someone has still a point left in the pool for these wheenies. Strong recon vehicles like the BA-10 are already cheap enough for only 2 points.
I also often have fewer than 3 points Air left due specs what gives the opportunity to add a recon plane.

My own long-time wish: engineers need a bonus-damage on structures! (like in Panzer Corps)
While engineers are great in high-cover terrain, it's pointless if most defensive structures are placed on open terrain.
I don't get it why this never came into the mind of the designer; whoever it is now.
Horst
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Re: Improvement suggestions v.8.4.1

Post by Horst »

Elevated terrain giving LoS bonus, like hills +1 and mountains +2.
GabeKnight
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Re: Improvement suggestions v.8.4.1

Post by GabeKnight »

Horst wrote: Tue Oct 20, 2020 4:36 pm My own long-time wish: engineers need a bonus-damage on structures!
While engineers are great in high-cover terrain, it's pointless if most defensive structures are placed on open terrain.
+1

I mean: ++++1
GabeKnight
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Bugs and improvement suggestions v.9.00

Post by GabeKnight »

OoB v9.0.0 bugs/suggestions:

- RedStorm/ Vistula-Oder: the "take Radom...in 10 turns" sec.obj. has a wrong obj. marker to "Schneidemühl"
- RedStorm/Berlin: Deactivate purchase of units for Poland
- RedStorm/Manchuria: "Deserted" special event has no pic.
- Allies/Dunkirk: I've garrisoned "Nieuport" with one Brit core unit from the start. After Belgium surrenders, the hex ownership changes to neutral and my unit is out of supply! Then I need to either move my entrenched unit to correct this or reload a savegame.
- Bug: Allies/Dunkirk scen: exiting core land units in naval transports refunds naval CP!
- Bug: If a severly damaged ships' movement is impeded, switching to the "primary guns" setting overrides this... :?
- Bug: Heavy inf. in "mortar mode" does not give flanking support unless manually "instant-reverted" :x
- Bug: The campaign end text is from the bootCamp, still
- Bug: Screen refresh doesn't always work (when exited/removed or such by triggers); esp. annoying eg. during the last AlliedDefiant mission where some enemy mines magically vanish. As this wasn't refreshed I didn't notice until enemy units outflanked me... :roll:
- Bug: campaign pins still not visible if one clicks on "yes" to open the spec panel after the end of the mission

- The naval effects are still missing

Also I'm still against changing mines' ownership from neutral: Enemy units driving thrugh them full speed as if they weren't there.... :roll: :roll:
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