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What a patch should include.
Posted: Mon Aug 15, 2011 2:12 pm
by edahl1980
1. Horse transport from 1939.
2. Norway marginal/decisive win fix.
3. Add Kharkov'43 between Stalingrad and Kursk in campaign.
4. Volksturm infantry in 1945.
5. Hero attributes should appear in division stats.
Ill add more as i remember it.
Posted: Mon Aug 15, 2011 2:18 pm
by DreadWing
A warning for planes low on fuel at the end of a turn will be nice. I sometimes forget to move an airplane near an airfield

. Something like "Warning one or more of your airplanes will run out fuel at the end of the turn".
Posted: Mon Aug 15, 2011 2:30 pm
by Fritz
When you see red dots on the map you should land your plane soon.

Posted: Mon Aug 15, 2011 2:33 pm
by Xerkis
Fritz wrote:When you see red dots on the map you should land your plane soon.

Plus a commander should always know exactly the status of all of his troops at all times.

Posted: Mon Aug 15, 2011 2:39 pm
by Fritz
I helps to press "N" or "P" for next or previous. And send units you don't move with "Z" to sleep. This helps a lot organising your troops.

Posted: Mon Aug 15, 2011 3:00 pm
by DreadWing
Fritz wrote:When you see red dots on the map you should land your plane soon.

When you have 12 planes while some of them are above large enemy units or structures, the yellow fuel icon doesn't seem so visible anymore

. Also, the red dots appear only if you select that airplane. I've encountered this problem during the end phase of a scenario, when I don't need my air force so much.
Fritz wrote:Plus a commander should always know exactly the status of all of his troops at all times.
Applying the same logic, units should have initiative and take action by themselves in critical moments

Posted: Mon Aug 15, 2011 3:08 pm
by Xerkis
DreadWing wrote:
Xerkis wrote:Plus a commander should always know exactly the status of all of his troops at all times.
Applying the same logic, units should have initiative and take action by themselves in critical moments

Not at all. A good soldier does exactly what his commander tells him to do – no matter what the perceived cost
........... Can’t have units of men running all around on their own now.

Posted: Mon Aug 15, 2011 9:01 pm
by Kerensky
I highly doubt you will get more warnings with regards to units running out of fuel. There are already two graphical warnings, to add even more will not only be redundant, but now intrusive.
As for the rest, I can't reveal specifics yet, but I would point out that a 'technical patch' is very different from a 'content patch' So new units and new scenarios are out, but bug fixes to current scenarios and unit behavior is in.
BTW Norway isn't a bug, but a design decision. Albeit not my personal decision.

Posted: Mon Aug 15, 2011 9:31 pm
by Xerkis
Kerensky wrote:I highly doubt you will get more warnings with regards to units running out of fuel. There are already two graphical warnings, to add even more will not only be redundant, but now intrusive.
Absolutely correct.
My previous comments were somewhat in jest; but yet meant to have an overtone of truth to them.
If you are running out of fuel all the time, well – maybe you need to keep a better eye on the planes. If you run into ambushes all the time – then proceeded slower or get your recon force out there doing their jobs. Etc.
BTW – Having my planes drop out of the sky back in the PG days was a regular occurrence for me too. So I feel that pain – and frustration – of seeing your planes running out of fuel. But now I keep an extra eye on them.

Posted: Mon Aug 15, 2011 11:05 pm
by edahl1980
And how about starting with more prestige and no core units?
So i can decide for myself what i want my core to be like and not?
Posted: Tue Aug 16, 2011 1:05 am
by AgentX
TigerIII wrote:And how about starting with more prestige and no core units?
So i can decide for myself what i want my core to be like and not?
I don't know if you've checked out the Scenario Design section of the forum, but Fimconte has made a mod that allows you to have free form deployment for the long campaign starting in Poland. The starting prestige may need some tweaking but you can add some with the Prestige cheat if needed. Here's the link:
http://slitherine.com/forum/viewtopic.php?t=26991
Posted: Tue Aug 16, 2011 7:48 am
by DreadWing
Kerensky wrote:I highly doubt you will get more warnings with regards to units running out of fuel. There are already two graphical warnings, to add even more will not only be redundant, but now intrusive...
I was thinking of something similar to the "Unmoved units warning". You have 2 graphical indicators (the green arrow for movement and the red cross for fire) and you can still receive a warning message. I don't see it as intrusive if it is something that can be toggled.
I repeat, the most important graphical warning (the one with the red dots) is only visible if you select the airplane. The problem here is for those situations where you forget to check all your airplanes because the yellow fuel icon may be harder to see on a crowded section of the map.
However, if I'm the only one having the issue, then nothing needs to be changed.
Posted: Tue Aug 16, 2011 8:21 am
by flakfernrohr
How about some more late war campaigns across Ukraine, Belarus and the Courland Pocket like Koenigsburg, the front around Leningrad. Lots of tank battles took place in the north during the withdrawal from Leningrad to eastern Prussia with ARmy Group North. Good idea to include medals and hero citations on the unit info and also to make a designation of some kind (maybe a color) on the icon on the map being played.
Any chance of getting camo equipment coloring for the Germans after mid 1942?
Posted: Tue Aug 16, 2011 8:53 am
by Linai
green arrow and red crosshair is apples and oranges
how about we get some representation for brand new items like abandon transport before we have triple redundancy for obvious stuff?
Posted: Tue Aug 16, 2011 9:17 am
by HBalck
The greatest bug its the map editor - Please include all missing tiles for roads and rivers, some more forest and urban variants. Also give us a full functioning "Generate Tiles" tool - Now after fine tuning the map many things reset to start position ......thats frustrating !
And please ....many more traits !
I hope you guys can clean this things, than we have the best wargame ever.
H.Balck
Posted: Tue Aug 16, 2011 10:21 am
by DreadWing
Linai wrote:green arrow and red crosshair is apples and oranges
how about we get some representation for brand new items like abandon transport before we have triple redundancy for obvious stuff?
If you have nothing of value to add, you can stay in your hole, nobody will miss you.
Posted: Tue Aug 16, 2011 10:58 am
by Xerkis
DreadWing wrote:Linai wrote:green arrow and red crosshair is apples and oranges
how about we get some representation for brand new items like abandon transport before we have triple redundancy for obvious stuff?
If you have nothing of value to add, you can stay in your hole, nobody will miss you.
Umm – he did add something. “how about we get some representation for brand new items like abandon transport”
… And an excellent addition as well.
Why do my infantry units need to stay on the train until they reach a station? Since when can’t infantry jump off where he is and go on foot from there? Or be able to leave behind those trucks while he slugs his own way through the mountains and forests?
Posted: Tue Aug 16, 2011 12:49 pm
by rezaf
As I think I read somewhere the patch is already in QA, it's probably too late for wishes anyway.
Disregarding that, when creating all the scenarios for my mod, I came across a very annoying bug in the scenarios designer: the transport assignment is very wacky.
Some nations' standard transport does not work properly, so everytime you edit one of their units with a transport assigned, the editor will just drop it.
Some transports fail to show up in the lists, so editing units with these transports assigned will, once again, wipe the transport. A good example is the better german transport.
_____
rezaf
Posted: Tue Aug 16, 2011 3:54 pm
by McRoos
What a patch should include !
The possibility to select or deselect the UNDO option.
A recon unit is useless, as I can spot terrain with my tank or infantry by selecting a hex, find a out there is no enemy around, undo my turn and select the next hex.
This is a real cheater in my opinion.
Having written this, I don't actually know whether the option is already available !!
Posted: Tue Aug 16, 2011 10:12 pm
by El_Condoro
^ risky because if an unseen enemy suddenly comes into view the spotting unit can't undo and is stuck. But I gree that using undo to scout is a kind of cheat IMO.