Translations for our friends around the world.

New URL: www.Schwerpunkt.Games



Click image to go to main site  www.Schwerpunkt.Games

Author Topic: World War II Europe Potential Change List V1.09  (Read 32804 times)

0 Members and 1 Guest are viewing this topic.

Offline schwerpt

  • Moderator
  • *****
  • Posts: 216
  • Schwerpunkt Games Developer
    • Schwerpunkt
World War II Europe Potential Change List V1.09
« on: November 14, 2016, 03:50:49 AM »
Attached is my list of potential changes for v1.0.9.  I am requesting that the community review it, and let me know if there are items missing.  Once I have the complete list, then I want to get feedback on the ones for v1.0.9.

Thanks in advance,
Ron

« Last Edit: December 01, 2016, 04:31:29 AM by Admin »
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: World War II II Europe Potential Change List V1.09
« Reply #1 on: November 14, 2016, 04:03:04 AM »
World War II II Europe Potential Change List V1.09

Major Rules:
1.   None at this time

Minor Bugs:
1.   Display of city points and supply paths over write the CP

Enhancements:
1.   Implement range distance for HQ links, and assess a -1/2 AF/DF for out of range.
2.   Continue to display the reports after scrolling
3.   Make Design Notes more accessible. For example, add a one click icon in the CP or a Right Click menu item)
4.   Add Defensive Air Support operation
5.   Add default entry hex for reinforcement for each country.
6.   Improve Move to Exploit and Breakthrough Combat AI
7.   Add air unit losses based on flak
8.   Choose which phases AI will play
9.   Allow AI to play itself
10.   Division size unit should recover 3 supply losses per turn, while non division size units recover one supply loss per turn
11.   Have different recovery times for each country
12.   Add incentive to change HQ links as needed
13.   Add railroad conversion rules for East Front/Great Patriotic War
14.   Further modify HQ Reserves based on quality of HQ leader
15.   Add one more level of maps or display units at 2X
16.   Implement surrender rules for isolated units (per country per year).
17.   Implement corps units for Soviet Rifle Divisions
18.   Separate air, naval, and mech replacements points
19.   Stacking rules take unit size into account
20.   Allow air ops to source hex. Note currently an op to source hex is equivalent to putting the unit down with out performing an op.
21.   FOW on Turn Deploy Reports.  Just do not allow report to be viewed during this Phase.
22.   Bring back Hold Ground, Normal and Give Ground rules from AGW.
23.   Bring back Air Interdiction ops from AGW.
24.   Ability to lock units for no operations.  Unlock based on turn number or game event. Note this is needed for WWII Campaign scenario.
25.   Variable start date for scenario #42.
26.   Break 7th AB Division into regiments on scenario #10.
27.   Align display of air units with ground on Detailed Combat screen
28.   Highlight OOB on or off, all the time
29.   Add report to list units on map at start (reinforce Report shows only changes to that initial state). Or supply text file with full OOB at initial scenario start.
30.   Grey out “Allocate Replacements” if no replacements are available.
31.   Add Malta garrison on #9 and #13.  Same as #15
32.   East Front #44 and #47 consistency with #42
33.   Combat units take losses if in stack before HQ units do
34.   Add 255 ID in Operation Typhoon
35.   Prevent Soviet AI from starting on turn 1 or 2 for scenarios starting on June 22nd, 1941
36.   Fix map. Island hex 200,147 should be part of Denmark
37.   Add partisan warfare
38.   Add more sound effects for game immersion experience
39.   Separate the Soviet and Western AI on the WWII-E Campaign scenario.
40.   Have AI select between the three attack methods.
41.   Better PBEM protection (password protect)
42.   Revisit replacement numbers on all scenarios.  Appear to be too low.
43.   Revisit number of attacks per turn on all scenarios. Note I received comments saying too high, and saying too low.
44.   Check all scenarios for missing fixed artillery in select coastal cities.
45.   Add option to use Chemkid’s graphics


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Ronster

  • Jr. Member
  • **
  • Posts: 54
  • New member
Re: World War II II Europe Potential Change List V1.09
« Reply #2 on: November 14, 2016, 04:54:01 AM »
I went through the list and all those sound cool, especially the defensive air support.  How would you implement that?

Ron

P.S.  One thing I would like is some additional music to be played.  One song does not last too long.

Ron
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline blond_knight

  • New member
  • *
  • Posts: 22
  • New member
Re: World War II II Europe Potential Change List V1.09
« Reply #3 on: November 14, 2016, 01:50:39 PM »
Wow that's quite list!

My suggestion would be to focus on AI, HQ rules, and Eastern front 'features'.

'My' priorities would be: 1,4,6,7,12,13,23,33,35,37,40.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Franciscus

  • Jr. Member
  • **
  • Posts: 54
  • New member
Re: World War II II Europe Potential Change List V1.09
« Reply #4 on: November 14, 2016, 07:37:26 PM »
Can we have all ?  ;)

Just kidding.


After a cursory look, IMHO, you could maybe focus on "interface" (2,3,15,27,28,29,30,45) and "basic AI" enhancements (6,35,40).

Unit surrender (16), FOW on turn deploy (21, already debated), and a simple HQ enhancement (1) would also be nice to have.

Map, OOB, and replacements improvements or fixes should come along as they are spotted.

Further enhancements, like selectable defensive stances (22) look nice, but the AI must be able to use them :)

Best regards
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline MT

  • New member
  • *
  • Posts: 3
  • New member
Re: World War II II Europe Potential Change List V1.09
« Reply #5 on: November 14, 2016, 11:58:26 PM »
1,4,13,16,17,18,23,24 and 41.

What about a replay feature? That is replaying an opponents turn in PBEM.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline pzgndr

  • New member
  • *
  • Posts: 49
  • Empires in Arms Development Team
Re: World War II II Europe Potential Change List V1.09
« Reply #6 on: November 15, 2016, 12:16:13 AM »
Good list.

#13 rail conversion rules.  Are you thinking about re-implementing the RGW rules again, or have you decided on something else? 

I would still like to see AI air ground support implemented.  I'd also like to see the unlimited AI air spotting reconsidered, either default spotting or provide a on/off toggle for players to select?
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline schwerpt

  • Moderator
  • *****
  • Posts: 216
  • Schwerpunkt Games Developer
    • Schwerpunkt
Re: World War II II Europe Potential Change List V1.09
« Reply #7 on: November 28, 2016, 03:23:11 AM »
@pzgndr,

I added the two you mentioned to the list as:
46.   AI use of Ground Support attack ops.
47.   Limit AI spotting of defensive units for air ops.

Have not made any determination on how to implement of these items, including the RR conversion item  For now, just working to get a list for v1.0.9.  I am looking for those changes that would be the best improvements to the game based on customer feedback.

Thanks,
Ron
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline schwerpt

  • Moderator
  • *****
  • Posts: 216
  • Schwerpunkt Games Developer
    • Schwerpunkt
Re: World War II II Europe Potential Change List V1.09
« Reply #8 on: November 28, 2016, 03:28:37 AM »
Summarizing what I have heard so far:
Those items getting two or more votes are 1, 3, 4, 13, 16, and 23.
My "wish list" for Christmas is 1, 3, 4 and 16 first.

Any more votes?
Thanks,
Ron
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Ronster

  • Jr. Member
  • **
  • Posts: 54
  • New member
Re: World War II II Europe Potential Change List V1.09
« Reply #9 on: November 28, 2016, 05:05:46 AM »
My vote goes to defensive air support, RR conversion like in RGW, and implementing give ground, hold, etc. on combat.

Ron
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Schwerpunkt Valencia

  • Jr. Member
  • **
  • Posts: 66
  • New member
Re: World War II II Europe Potential Change List V1.09
« Reply #10 on: November 28, 2016, 08:16:12 AM »
I am aware that is too complicated to set in motion all these suggestions. My vote for the following suggestions are:

Enhancements:
4.   Add Defensive Air Support operation
5.   Add default entry hex for reinforcement for each country.
7.   Add air unit losses based on flak
13.   Add railroad conversion rules for East Front/Great Patriotic War
16.   Implement surrender rules for isolated units (per country per year).
18.   Separate air, naval, and mech replacements points
21.   FOW on Turn Deploy Reports.  Just do not allow report to be viewed during this Phase.
22.   Bring back Hold Ground, Normal and Give Ground rules from AGW.
23.   Bring back Air Interdiction ops from AGW.
27.   Align display of air units with ground on Detailed Combat screen
29.   Add report to list units on map at start (reinforce Report shows only changes to that initial state). Or supply text file with full OOB at initial scenario start.
30.   Grey out “Allocate Replacements” if no replacements are available.
32.   East Front #44 and #47 consistency with #42
39.   Separate the Soviet and Western AI on the WWII-E Campaign scenario.
40.   Have AI select between the three attack methods.
42.   Revisit replacement numbers on all scenarios.  Appear to be too low.
43.   Revisit number of attacks per turn on all scenarios. In most of the scenarios seem to be too high except perhaps Scenario 59: To the Don River.
44.   Check all scenarios for missing fixed artillery in select coastal cities.

As a further comment there seems to be little consistency in Germany units between scenarios 35, 36 and 37. German units should be entrenched and fortified along the coast or in port hexes.

Kind regards

Schwerpunkt Valencia
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline schwerpt

  • Moderator
  • *****
  • Posts: 216
  • Schwerpunkt Games Developer
    • Schwerpunkt
Re: World War II II Europe Potential Change List V1.09
« Reply #11 on: November 30, 2016, 05:01:19 AM »
Thanks Schwerpunkt Valencia.  I do plan to update the West Front scenarios to be consistent.

So, to summarize the voting results so far:
#4 and #13 have four votes each.
#1, #16, and #23 have three votes each.

All others have either one or two votes.
I'll concentrate on the five top ones first.

I want to encourage others to add their voice and their vote to this also.

Thanks,
Ron
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline Kemmo

  • New member
  • *
  • Posts: 23
  • New member
Re: World War II II Europe Potential Change List V1.09
« Reply #12 on: November 30, 2016, 02:13:56 PM »
I'd like to see 1,13,16,23 done first,I liked the rail conversion method in RGW so I'd really like that in.
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline pzgndr

  • New member
  • *
  • Posts: 49
  • Empires in Arms Development Team
Re: World War II II Europe Potential Change List V1.09
« Reply #13 on: November 30, 2016, 07:23:14 PM »
I will add my top 5 votes, in no particular order of preference:

#1 and #12 are related, yes please re-implement range effects for HQs.

#6, yes AI needs to perform Move to Exploit and Breakthrough ops.  I would add to this the AI also needs to improve its number of attacks.  In opening moves of Barbarossa I'm still seeing Axis AI making only a dozen attacks when it should be making many more.

#13, yes to RR convert ops to slow down Axis advance during Barbarossa.  Some consideration should be given to trying the city points idea for delaying RR hub conversion by that number of turns?  It may be easier to implement and provide satisfactory results.

#28, highlighting OOB should be relatively easy.

#xx, for AI ground support attack ops. 
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Offline schwerpt

  • Moderator
  • *****
  • Posts: 216
  • Schwerpunkt Games Developer
    • Schwerpunkt
Re: World War II II Europe Potential Change List V1.09
« Reply #14 on: December 01, 2016, 03:39:22 AM »
@chemkid,
What is your status on developing more graphics?
Ron
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

Tags:
     

    No airfield list in scenario #42

    Started by Franciscus

    Replies: 3
    Views: 3620
    Last post December 30, 2017, 01:26:43 AM
    by schwerpt
    Wish list

    Started by Asid

    Replies: 23
    Views: 21039
    Last post September 18, 2019, 01:54:37 AM
    by Mere Nick
    WWII Europe

    Started by Ronster

    Replies: 2
    Views: 3431
    Last post May 20, 2018, 04:33:10 PM
    by Ronster
    WWII-Europe v1.09 Status

    Started by schwerpt

    Replies: 10
    Views: 7359
    Last post January 08, 2018, 03:19:21 AM
    by schwerpt
    WWII-Europe Campaign Scenario #102

    Started by schwerpt

    Replies: 12
    Views: 12192
    Last post December 13, 2019, 03:51:42 PM
    by Zovs