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Requests for features II
Posted: Sat Jul 16, 2011 12:27 pm
by massi
some suggestions for an addition to the game...
would be interesting to implement:
A) small villages hexes
B) desert hexes
C) Undo in editor
D) Tile Fill in Editor
E) the possibility of destroying bridges
F) can play up to 3-4 players in multiplayer games
I hope these suggestions to be constructive
my version of small villlages

Posted: Sat Jul 16, 2011 12:40 pm
by Rudankort
Good suggestions.
There is no fill for tiles, but normally they are generated from terrain anyway. For terrain you can fill areas with Shift+click.
Posted: Sat Jul 16, 2011 1:02 pm
by massi
Rudankort wrote: For terrain you can fill areas with Shift+click.
Roger! very good

Posted: Sat Jul 16, 2011 1:52 pm
by Caveman
Yeaha, great game! But I have some cosmetics:
- I miss the "killed a unit, get her hex"-push-forward-move from Pacific General
- also it would be nice to have a more felxible prestige-system (killing enemy units should create prestige and you should get a win at a certain amount of earned prestige, like killing most of the enemy army can make it obsolete to take some minor key-cities)
- the narrator has a good pronunciation of the german names for cities and so on, but he somehow lacks the cheeky and a little arrogant voice of the old PG narrator. And why is there no narration for after-mission-briefings? (could that be modded?)
And one bug (I think):
I embarked a unit in a train to see how far it could get and instantly disembarked it whitout movement. But in doing so, it lost all the movement whitout leaving the hex...
But like I said - this is just cosmetics, I personaly love this game and if I and the game could propagate, I'm sure, we would have sweet little kids and their first bobby-car would have an 8,8 cm gun

Re: Requests for features II
Posted: Sat Jul 16, 2011 2:26 pm
by Kissaki
massi wrote:some suggestions for an addition to the game...
B) desert hexes
I am dumbstruck. It actually never occurred to me, playing the game and examining the campaign tree in the library, but there is no Africa campaign! Why is there no Africa campaign?
I suspend all my other requests, and place the following request instead:
I want North Africa scenarios! The siege of Tobruk, the battle of El Alamein, and all that. It is also extremely significant because of Operation Torch, which is the first land confrontation between America and Germany.
Posted: Sat Jul 16, 2011 2:29 pm
by lordzimoa
Africa, DAK and Rommel will get some extra attention the coming months form the dev team.

Posted: Sat Jul 16, 2011 2:37 pm
by Kissaki
lordzimoa wrote:Africa, DAK and Rommel will get some extra attention the coming months form the dev team.

Yaaay! Integrated with the overall campaign, I hope?
Caveman wrote:- I miss the "killed a unit, get her hex"-push-forward-move from Pacific General
Panzer General, actually. The very first one. And I agree: you fought the enemy in the enemy's hex - might as well occupy it afterwards.
Posted: Sat Jul 16, 2011 2:55 pm
by Rudankort
Kissaki wrote:Yaaay! Integrated with the overall campaign, I hope?
We hope too.
Kissaki wrote:
Caveman wrote:- I miss the "killed a unit, get her hex"-push-forward-move from Pacific General
Panzer General, actually. The very first one. And I agree: you fought the enemy in the enemy's hex - might as well occupy it afterwards.
PG allowed this only if you have a movement action left, just like PzC does. But if you spent your movement, you cannot take the place of destroyed unit. I'll think about adding it to the game.
Posted: Sat Jul 16, 2011 3:16 pm
by Obsolete
F) can play up to 3-4 players in multiplayer games Very Happy
I already brought this up during the beta. Though, it could suck at times when your team-mate blames you for the losses

Posted: Sat Jul 16, 2011 3:37 pm
by Horseman
Kissaki wrote:lordzimoa wrote:Africa, DAK and Rommel will get some extra attention the coming months form the dev team.

Yaaay! Integrated with the overall campaign, I hope?
Caveman wrote:- I miss the "killed a unit, get her hex"-push-forward-move from Pacific General
Panzer General, actually. The very first one. And I agree: you fought the enemy in the enemy's hex - might as well occupy it afterwards.
Actually in panzer General you had no advance after combat....you could however attack 1st and then move just like you can with Panzer Corps
Posted: Sat Jul 16, 2011 3:48 pm
by massi
G) I forgot:
Change arrow mouse cursor into a knife cursor ahaha: D

Posted: Sat Jul 16, 2011 9:17 pm
by Kerensky
Fortification hexes with a flag on them make for a decent village (Bzura has a few) and destructible bridges is something strongly being considered!
Posted: Sat Jul 16, 2011 11:37 pm
by Obsolete
Ahhh, I still can't get over the fact that fortresses can hide in FoW just like any other mobile unit
I guess that had better change in the next additions.
Posted: Sun Jul 17, 2011 12:21 am
by Razz1
Why?
You know fort is 'X" Kilometers away. You can not see it. You haven't any units in range to spot it.
Posted: Sun Jul 17, 2011 12:44 am
by Mousehold
Forts should show up like cities, I agree. (Or should cities be invisible unless you spot them?) I thought it was kind of silly when my cavalry got ambushed by a GIGANTIC FORTRESS on one of the tutorial levels. I mean, seriously, how did no one know there was a gun emplacement there out in the middle of the open that is as big as a small country? A pillbox in the jungle is one thing, but a fortress in a clear hex really shouldn't need to be spotted. It would be nice if emplacements would remain on visible in the fog after you have spotted them once.
A minor niggle in an otherwise great game though.
Posted: Sun Jul 17, 2011 2:24 am
by TheGrayMouser
Mousehold wrote:Forts should show up like cities, I agree. (Or should cities be invisible unless you spot them?) I thought it was kind of silly when my cavalry got ambushed by a GIGANTIC FORTRESS on one of the tutorial levels. I mean, seriously, how did no one know there was a gun emplacement there out in the middle of the open that is as big as a small country? A pillbox in the jungle is one thing, but a fortress in a clear hex really shouldn't need to be spotted. It would be nice if emplacements would remain on visible in the fog after you have spotted them once.
A minor niggle in an otherwise great game though.
Have you sean some of those fortresses? Like iceburgs, 95% underground(uh, except think waterline), whats above very low profile and likly heavily camo'd
Posted: Sun Jul 17, 2011 3:53 am
by Kerensky
TheGrayMouser wrote:Have you sean some of those fortresses? Like iceburgs, 95% underground(uh, except think waterline), whats above very low profile and likly heavily camo'd
This is a very good point. The art may show a giant turret that looks more like the Ion Cannon from Star Wars for ease of reference, recognition, and visibility, but the reality is that such static fortifications generally did have camouflage of some kind.
It looks obvious up close, but from the air or from behind a hill, would such a fortification be so easy to see? There's a bunker in the background that almost appears built directly into the hillside eve.
Another view of the same 'fort'. They look practically like stone houses.

Posted: Sun Jul 17, 2011 3:54 am
by Razz1
We need beech hexes and sand.
Posted: Sun Jul 17, 2011 3:57 am
by El_Condoro
It would be nice if emplacements would remain on visible in the fog after you have spotted them once.
I would like to see this with artillery, too. Counter battery fire is impossible when the artillery disappears after firing. Even if you know it's there and have artillery in range, you can't fire at it. Is counter battery fire something that can be incorporated simply by having artillery remain visible after they fire like in PG2? Do guys think it's good idea?
Posted: Sun Jul 17, 2011 4:15 am
by Kissaki
Razz1 wrote:Why?
You know fort is 'X" Kilometers away. You can not see it. You haven't any units in range to spot it.
But it's not going anywhere, is it? So it only makes sense that it should be placed permanently on the map, once discovered. In fact, for the most part, they shouldn't even have to be discovered, as many of them would be perfectly known via intelligence beforehand. The Germans knew exactly where the Maginot line was, for example, and how big it was, which is what allowed them to go round the open flank.