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A few suggestions/questions for GS 2.0 expansion developers

Posted: Thu Jun 02, 2011 6:26 pm
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.

Posted: Thu Jun 02, 2011 9:38 pm
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

Posted: Fri Jun 03, 2011 3:59 am
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?

Posted: Fri Jun 03, 2011 7:35 am
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.

Posted: Fri Jun 03, 2011 7:40 am
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?

Posted: Fri Jun 03, 2011 7:43 am
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.

Posted: Fri Jun 03, 2011 9:25 am
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?

Posted: Fri Jun 03, 2011 2:18 pm
by kvadra
Would it be possible to display the attack range of aircraft, the same way the range of leaders is displayed?

Posted: Fri Jun 03, 2011 2:26 pm
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.

Posted: Fri Jun 03, 2011 3:39 pm
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. :)

Posted: Fri Jun 03, 2011 4:52 pm
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.

Posted: Fri Jun 03, 2011 5:00 pm
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.

Posted: Fri Jun 03, 2011 5:04 pm
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.