Page 4 of 7
Posted: Fri Sep 16, 2011 3:34 am
by Razz1
I don't see a problem with transports.
Just place all your units first, then update the statistics then place all the transport.
You can use any transport you want doing it this way.
Posted: Fri Sep 16, 2011 8:11 am
by El_Condoro
The problem is that a setting made should stay set not get lost when you open the unit stats dialog box again.
Posted: Fri Sep 16, 2011 9:08 am
by Molve
Razz1 wrote:I don't see a problem with transports.
Just place all your units first, then update the statistics then place all the transport.
You can use any transport you want doing it this way.
Sorry, but this thinking is what leads to user-unfriendly interfaces.
It's the same with hex overlays. Sure you can give the advice to first perfect your map and only then make touch ups by individualizing hex overlays and never "generating terrain" ever again.
But this is very unpractical and only invites mistakes. People doesn't work that way, people doesn't
want to work that way.
I realize you don't see the problem, but that does not mean there is no problem. Sorry Razz, but I genuinely need to ask you to seriously consider the possibility that your outlook on UI design is unambitious if not outright unhelpful.
Best regards,
Molve
Posted: Fri Sep 16, 2011 9:12 am
by Molve
El_Condoro wrote:The problem is that a setting made should stay set not get lost when you open the unit stats dialog box again.
To get into technical details, I'm guessing the dropdown box defaults to no transport when it doesn't recognize the value it's been fed (say, Italian Truck). And then this value is used as if the user chose it.
Either fix this, or - probably even simpler for the programmer - simply disable the dropdown and comment out the instances of setting the value when exiting the dialog.

Posted: Fri Sep 16, 2011 5:38 pm
by Razz1
Molve wrote:Razz1 wrote:I don't see a problem with transports.
Just place all your units first, then update the statistics then place all the transport.
You can use any transport you want doing it this way.
Sorry, but this thinking is what leads to user-unfriendly interfaces.
It's the same with hex overlays. Sure you can give the advice to first perfect your map and only then make touch ups by individualizing hex overlays and never "generating terrain" ever again.
But this is very unpractical and only invites mistakes. People doesn't work that way, people doesn't
want to work that way.
I realize you don't see the problem, but that does not mean there is no problem. Sorry Razz, but I genuinely need to ask you to seriously consider the possibility that your outlook on UI design is unambitious if not outright unhelpful.
Best regards,
Molve
I agree and understand what you are saying but that is not as important as reworking the AI.
I think the UI can be fixed in the main menu and the loading of games interface plus the multiplayer layout and functions.
Those features would be better to improve first over the editor as every player uses them with the exception of multiplayer.
Posted: Fri Sep 16, 2011 9:39 pm
by Molve
Razz1 wrote:I agree and understand what you are saying but that is not as important as reworking the AI.
Then we are in full agreement

Posted: Thu Sep 22, 2011 6:49 pm
by El_Condoro
Small request: currently when you hover over a unit it gives the unit type and its entrenchment in the bottom left corner of the editor. Could it also have the name that the designer has given too, please? That way, especially if you're working on a historical scenario where units should be named, grouped together etc., you can find them easily instead of having to Shift-click each unit to find the one you're looking for. e.g. the 44 Bde in a group of 6 UK 43 Infantry.
Posted: Sun Oct 02, 2011 9:58 pm
by El_Condoro
Request: ability to change equipment type once set for a unit. For example, you set a Firefly and want to change it to a Sherman - currently you have to create a new unit with all its stats and delete the one to be replaced. Would be really nice if you could select the new type and click (Ctrl-click) on the unit to replace its type.
Posted: Mon Oct 03, 2011 7:13 am
by Erik2
El_Condoro wrote:Request: ability to change equipment type once set for a unit. For example, you set a Firefly and want to change it to a Sherman - currently you have to create a new unit with all its stats and delete the one to be replaced. Would be really nice if you could select the new type and click (Ctrl-click) on the unit to replace its type.
+1
This would really speed up editing/updating a scenario ie as new units are available.
Posted: Wed Jan 04, 2012 9:21 pm
by El_Condoro
/bump
Posted: Wed Jan 04, 2012 10:09 pm
by VPaulus
Shouldn't we make sticky for Alex, El Condoro?
Posted: Wed Jan 04, 2012 10:32 pm
by El_Condoro
VPaulus wrote:Shouldn't we make sticky for Alex, El Condoro?
Yep. Done.

Posted: Thu Jan 05, 2012 10:56 am
by bebro
Here are some things I'd like to support:
Enable reinforcements - unit, turn, hex location to be set in the editor (Done - use action trigger)
I know we can do this now, I just thought it would be nice to give some kind of randomness to this. Example: set the triggered units to arrive between turns 4,10, then have a checkbox or so to activate "randomize" - this would mean the unit can arrive at some point between those turns, but not always at exactly the same turn.
(I understand right now it is always given on the first turn the hex set for arrival is free?)
Related to that:
Enhancement: the ability for a pop-up dialog box to display when a criteria (date, hex, unit) is met.
Very much needed IMO for a number of reasons. But it would also be nice if a message box appearing could be tied to trigggers like the one described above - for example when a triggered unit arrives. Right now they come "in silence" and this is easy to overlook/forget them on certain maps.
38. The ability to set a maximum strength for a unit less than 10. e.g. a battalion in a historical game might be capped at 5 strength.
Definately needed for individual units in the editor, doing it via eqp file would mean this is tied to unit types, which is not always wanted.
Overall, I support all the requests about changing the "generate tile" function so that it doesn't wipe out manual changes.
[/quote]
Posted: Thu Jan 05, 2012 6:56 pm
by Hammer4000
the only thing i would like is a stable editor, & updated with this map that's it.
Posted: Mon Jan 23, 2012 2:55 pm
by bebro
Some more ideas (hope that's not possible already):
- triggers allowing to give/take away a specific number of air/naval transports while playing a scenario
I remember in PG etc you could get additional air TP when capuring enemy airfields (not sure about the mechanics behind it), that doesn't seem possible right now in PzC (or is it?). Still, even then a solution with triggers (time, map condition etc) in the editor for both air/naval TP would be nice
- an option to enable/disable unit classes for purchase per scenario in the editor
Re: Enhancement requests: Scenario Editor
Posted: Wed Feb 15, 2012 12:28 am
by El_Condoro
This request is more about the AI than the editor.
Can air units be made to use zones to specify their attack, either against a specific hex or an area, in a future update, please? It is frustrating to set air units as attackers, intended to support a ground assault, and they hare off all over the map except where you want them to attack!

The zone system is there already, so making a target for units would be a great improvement IMO.
As I write, I think this could be for any units, not just air.
Re: Enhancement requests: Scenario Editor
Posted: Wed Feb 15, 2012 8:04 am
by Erik2
El_Condoro wrote:This request is more about the AI than the editor.
Can air units be made to use zones to specify their attack, either against a specific hex or an area, in a future update, please? It is frustrating to set air units as attackers, intended to support a ground assault, and they hare off all over the map except where you want them to attack!

The zone system is there already, so making a target for units would be a great improvement IMO.
As I write, I think this could be for any units, not just air.
+1
And you should be able to enter several zones so you could lead the AI units by their nose along a path, ie between objectives.
Re: Enhancement requests: Scenario Editor
Posted: Wed Mar 07, 2012 3:48 pm
by bebro
Maybe the game's minimap could be added to the editor without much trouble? If you're creating bigger maps it would help alot IMO, esp. since many changes (for example on zoom) reset the editor window to the top left map corner...
Re: Enhancement requests: Scenario Editor
Posted: Wed Apr 18, 2012 8:14 pm
by deducter
I think it would be cool to have a feature in the scenario editor to specify that a scenario will read a specific equipment file (.pzeqp) and gamerule file (.pzdat).
In theory this could be done currently by having many "versions" of the same unit. For instance just have 3 different Panzer IVG, one starting in 1942 and expiring in 1943, yet another starting in 1943 and expiring in 1944. Each unit might have different prestige cost for instance. But this requires adding a huge list of units to one file, making organization very difficult. It is probably easier and more logical to maintain separate equipment files for separate scenarios.
There is no way to do the same for the gamerule file though.
Re: Enhancement requests: Scenario Editor
Posted: Tue May 08, 2012 5:14 pm
by Chris10
An invaluable improvement would be that the editor stops resetting all overlays,stations and all this stuff while generating tiles as this is mega annoying and causes multiple times more work than necessary.
Implementing a new function would improve mapping with the editor infinitely as it would allow
direct control over each sinlge map item in its corresponding layer/level without touching
other stuff which may have been finished but gets reset to default too causing huge frustration this way
I add an image to explain what I mean
