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runyan99
Posts: 1420
Joined: Tue Dec 19, 2006 6:34 am

Sat Apr 21, 2007 9:58 pm

When you hit the Next Turn button, how about an 'Are You Sure?' dialogue box. It's too easy to hit the button by accident, because it's right next to the save button and the ledgers for the units and stuff.

tc237
Colonel
Posts: 316
Joined: Sat Mar 04, 2006 10:37 pm
Location: Allegheny Arsenal

Sun Apr 22, 2007 1:17 am

I agree, a few times I had second thoughts and wanted to double check something just before after Ending Turn.

New item.
Supply: Can we have a message that tells how many tons of supply our excess Rail, River and Sea transport moved.
Example: "Your 100 excess rail capacity allowed you to move 1000 tons of Supply and 50 tons of Ammo this turn"

Maybe we can just add this to the supply tooltip.
"Your railroad supply capacity is limited, 40 excess Rail assets moved 100 tons of Supply and 10 tons of Ammo"
------
Supply Lines: Is there anyway to actually show some supply lines? or is it to complicated?
Maybe color the depot regions a darker shade, the supply lines can use the current shade of green, other areas lighter green.

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Rafiki
Posts: 5811
Joined: Thu Aug 24, 2006 9:19 am
Location: Oslo, Norway

Sun Apr 22, 2007 1:25 am

runyan99 wrote:When you hit the Next Turn button, how about an 'Are You Sure?' dialogue box. It's too easy to hit the button by accident, because it's right next to the save button and the ledgers for the units and stuff.
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During tonight's game I actually managed to click "next turn" pre-emptively twice. My fault, I know, but it'd be nice to be protected from this particular side of my stupidity/ineptness... ;)

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Spharv2
Posts: 1540
Joined: Sat Feb 25, 2006 5:39 am
Location: Tallahassee, FL

Sun Apr 22, 2007 4:00 am

tc237 wrote:Maybe color the depot regions a darker shade, the supply lines can use the current shade of green, other areas lighter green.


Depots are already shaded darker when you turn on the supply filter.

tc237
Colonel
Posts: 316
Joined: Sat Mar 04, 2006 10:37 pm
Location: Allegheny Arsenal

Sun Apr 22, 2007 4:15 am

Yeah, I know.
Just some way to visualize the supply line.
Just played a game as the Rebs :cuit: where I cut so many Rail lines, had no idea if my own army was gonna get supplied. :8o:

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Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Apr 23, 2007 6:15 am

rail don't move supply independtly, it helps move farther supply, so there is no real number to be attached to the remaining rail pool (same for river).
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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LMUBill
Lieutenant
Posts: 141
Joined: Thu Dec 28, 2006 5:01 am
Location: Cumberland Gap, Tennessee
Contact: Yahoo Messenger

Mon Apr 23, 2007 1:34 pm

Could you possibly put in the message text when a General is killed. I was playing the Shiloh scenario last night and there was a battle with Thomas vs. a cavalry unit led by Forrest. When the battle results screen came up the leader's picture was of Wharton (and his name was there too) but next to it in the unit list when you hover over the leader's NATO icon it says "Nathan B. Forrest." There is also a small cross next to it. Forrest does not appear in the game again so I assume he was killed. There was never a message about it though.

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Franciscus
Posts: 4571
Joined: Fri Apr 20, 2007 8:31 pm
Location: Portugal

Mon Apr 23, 2007 2:42 pm

Hello to all

Fist of all, thanks again for a great game

I personnaly think that the most important thing a game can have to be a great experience is it degree of "imersiveness". it exists (or not) on all genres of games, and in the strategy/wargame ones it results from many things - historical accuracy, map, user interface, AI, etc. AACW is very good, but could be improved.
Having read the previous posts, I would like to add my little voice to a few suggestions already made, about the UI, namely battle results and unit characteristics.

- As I do not consider myself a hardcore strategy gamer, I think that it would be much better instead of numbers representing "power" (how is it calculated ?; in relation to what ?; who really cares? :innocent: ) to see directly the number of troops in each brigade (and maybe the main weapon type, for instance).

- In the same vein, it would add tremendously to the "feel" of the game if one could check the battle results in a more realistic way - namely what divisions were involved, men lost, taken prisioner, generals killed and how, etc.(eg, "Stonewall Jackson was killed by friendly fire"; Lyon was killed while leading a charge of men of the 3rd division"). I even presume that it would not be so difficult, as this data is already processed by the game engine. It would also help the game, as one could immediately know which divisions took more losses (now we must check each unit to see which one has elements in red).

- Finally, just a little wish: when we lock a stack, it should stay locked on the subsequent turns, by default, until unlocked.

Thank you for your attention.
Good gaming

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marecone
Posts: 1530
Joined: Tue Jan 02, 2007 11:44 am
Location: Zagreb, Croatia

Mon Apr 23, 2007 4:54 pm

Little secret here. Hope I won't get sacked :o .
It has been disscused in beta forum. NEW BATTLE REPORTS will be added! When? I don't know but I am sure we will have them.

*hope that Pocus doesn't see this :siffle:
Forrest said something about killing a Yankee for each of his horses that they shot. In the last days of the war, Forrest had killed 30 of the enemy and had 30 horses shot from under him. In a brief but savage conflict, a Yankee soldier "saw glory for himself" with an opportunity to kill the famous Confederate General... Forrest killed the fellow. Making 31 Yankees personally killed, and 30 horses lost...

He remarked, "I ended the war a horse ahead."

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Franciscus
Posts: 4571
Joined: Fri Apr 20, 2007 8:31 pm
Location: Portugal

Mon Apr 23, 2007 5:29 pm

marecone wrote:Little secret here. Hope I won't get sacked :o .
It has been disscused in beta forum. NEW BATTLE REPORTS will be added! When? I don't know but I am sure we will have them.

*hope that Pocus doesn't see this :siffle:



I LOVE YOU !!!! :coeurs:

Johnnie
Captain
Posts: 187
Joined: Sun Feb 26, 2006 4:09 am

Tue Apr 24, 2007 12:54 am

How about the ability to scroll and examine the map while you wait for the AI to compute its turn. Also, cutting down AI's response time should be a priority. It makes it very time consuming to try alternate strategies, moves, etc., especially while you are learning the game.

rwenstrup
Sergeant
Posts: 71
Joined: Sat Feb 25, 2006 4:10 am
Location: Cleveland, OH USA

Simplified gameplay

Wed Apr 25, 2007 1:52 pm

Before I say a thing, I want to let you know how much I appreciate the game you have made. If you never did another thing to this game you are to be respected and appreciated for the fantastic game you have made!

I've been playing games since AH Tactics II...and have formed an opinion of what makes a great game. First, simplicity of engagement...second, depth of gameplay.

AACW has the second and can benefit by some work on the first. If the reinforcements, replacements, railway, hierachy, and naval aspects were optional...with a historic or random default to manage these elements the simple vs. complex issue would be much easier. Some would never use these elements...others would grow into them over time...but all would benefit from a faster growth curve into the game.

I love what you've done...but personally I would prefer less complexity and a military stategy game primarily...and deal with the logistics later...if ever.

Once again...I love what you've done...but I think a lot of game players would prefer the simplicity...

Thanks for a great game!

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Adlertag
Posts: 2423
Joined: Wed Nov 30, 2005 6:35 pm
Location: Lyon(France)

Wed Apr 25, 2007 6:49 pm

First thing to add ( Pocus knows my wish :sourcil: ):

The long awaited PROVINCE FINDER , using abbreviations for states or ID number or names for regions.

Especially useful for non American guys like me , I still don't master all geographical locations of this theater of war... :p leure:
La mort est un mur, mourir est une brèche.

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Hidde
Sergeant
Posts: 94
Joined: Fri Mar 03, 2006 12:16 am
Location: Sweden

Thu Apr 26, 2007 12:34 am

My wish: that I didn't had a job that steal away so much time from important stuff (you all know what that is).

My story of pain: when the game was released I was out of town, with no chans to download. As soon as I came home there have been work, work, work. I've been able to go through the tutorials and play the Shiloh scenario this far.

What comes next: starting the day after tomorrow I have nine(9) days of absolutely free time. I can tell from the little time I've spent with AACW up till now that I'm going to LOVE THIS GAME. Gaming heaven awaits me :coeurs:

My suggestion: I can lock an army,corps or other unit by right-clicking their tabs, thus preventing them from merge. When the next turn comes however, their status is reverted to unlocked. For me it would be better if a locked unit stays locked untill I want otherwise.
I think I had both more suggestions as well as questions but I'm at work :fleb: right now and tired. Another time.

von Beanie
Corporal
Posts: 40
Joined: Fri Apr 13, 2007 7:01 am

A wishlist

Fri Apr 27, 2007 9:36 am

In order of the frustration they cause me, here's what I would like to improve:

1) have the option to hide all fixed units OR color the little yellow flags differently if there is a unit in a town that can be moved. Alternatively, newly trained reinforcements could be colored differently on the jump map so that they can be located readily each turn;

2) have an option to let the AI move the ocean navies (or ignore this aspect of the game)--especially on the Union side. Having to check the supply and cohesion values of all ships each turn gets a bit tedious. I'm sure there's some way this aspect of the game could be abstracted pretty easily for those who want to focus on the land battles;

3) it would be nice to color a rail line differently when it is interdicted because the local folk are unfriendly; alternatively if all usable rail lines were colored differently or symbolized much bolder that would also help. There are times when I haven't ben able to tell who controls various segments of the Kentucky rail network.

Overall, however, I'm extremely pleased with the quality of both BOA and this game :coeurs:

jimwinsor
General of the Army
Posts: 631
Joined: Sat Apr 14, 2007 7:07 am
Location: San Diego, CA USA

Fri Apr 27, 2007 10:19 am

Wishlist: A "no move" order for stationary units, such that when cycling through units, it will be skipped even though it isn't ordered out of the area. Space bar (or something) to do this.

Preferable to Sentry in many cases, in that the unit can come up again in the movement cycle next turn.

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Spruce
Lieutenant Colonel
Posts: 294
Joined: Wed Jan 24, 2007 8:25 pm

Fri Apr 27, 2007 11:56 pm

more feedback from naval battles - what ship got sunk ?

a new dafted state militia should appear in a city NOT containing any militia. This will prevent us from ending up with 5 militia in one Georgia city (like it's now).

Level 1/2 cities can only draft one unit (a brigade) each turn. Level 3/4/5 cities can draft 2 brigades each turn. City size 6 or above can draft 3 units each turn. This is to prevent that you capture one city in Missouri and that you draft 8 brigades in a single turn - very bogus.

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caranorn
Posts: 1365
Joined: Thu Aug 10, 2006 10:20 pm
Location: Luxembourg

Sat Apr 28, 2007 12:50 pm

Move the promote leader button from it's current place (and only useable for the force/corps/army leader) to the leader himself (in the right bottom window) and thereby make promotion within a force/corps/army possible without temporarily tearing apart that command (for example to promote Longstreet, a division commander in Holmes' Corps I currently have to remove Longstreet's division (or Longstreet alone) from Holmes' Corps..., it would be much easier if I could just promote Longstreet while keeping him in the corps).

In short, make leaders promotable wherever they are, even if not in command of their force. Move the button to do this from the force to the leader himself.

Marc aka Caran...

Alan_Bernardo
Corporal
Posts: 64
Joined: Sat Mar 25, 2006 4:54 am

Sun Apr 29, 2007 1:32 am

I'd like to see the transfering of division and troops from one box to the next made easier. I don't know how many times, when trying to move a tab or a general or a division from one container to the next, that I have actually moved the piece on the map and then had to delete all its moves and try again.

A right-click,say, and a copy-paste option would really make things easier.

Alan

jmeyer
Civilian
Posts: 2
Joined: Sat Apr 28, 2007 10:25 pm

Sun Apr 29, 2007 5:28 pm

I'd like to have a way to turn the tooltip display on/off. I find it especially distracting when trying to watch a turn unfold to have the mouse activate a regional tooltip display. I try to place the mouse in a "neutral" area when ending a turn, but after closing down a battle report screen, I can't seem to relocate the mouse back to an area where the tooltip doesn't activate.

Cheers,
Jim M

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Syt
Colonel
Posts: 322
Joined: Tue May 01, 2007 6:41 am
Location: Vienna

Tue May 01, 2007 6:51 am

First of all, I love the game and enjoy playing it. :)

Two things would be great if added, though (IMHO, of course):

1. Battles history - when, where, who, how many, etc. It would be a fantastic features for AAR writers and gives a great sense of immersion and atmosphere.

2. I like that you can randomize the generals' stats so that the game does not ebcome too predictable (wait for Lee/Grant, don't use McClellan unless absolutely necessary etc.). The feature would even be better if there was an option to hide the generals' abilities (Strat/Off/Def, perhaps special abilities) until he has gone through two or three battles. It would add an additional (and IMHO realistic) layer of uncertainty and decision making when you realize the general you appointed to lead the Army of the Potomac to Richmond turns out to be an utter incompetent.

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Pocus
Posts: 25669
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Tue May 01, 2007 8:08 am

First, rest assured we are reading all these posts and when time allows we will start to pick features to add from it (many user interfaces improvements expressed are sounds, like filters to see only unfixed units, etc.). But for now as you know we are fixing some bugs, and then the AI will have her share of developement time...
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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caranorn
Posts: 1365
Joined: Thu Aug 10, 2006 10:20 pm
Location: Luxembourg

Tue May 01, 2007 10:18 am

I have to second Syt's suggestion to if technically possible, add a feature to hide new leaders' stats to the owner until they have seen some action... Even add to that the possibility for leaders under the randomised stat option to have additional or fewer special abilities (a Lee who is slow to act for instance, but maybe McClerland sly as a fox (both these examples probably only on extreme randomisation).

Lastly, I understand those priorities Pocus and absolutely agree, there's no hurry for these ideas, you seem to be doing a great job so far.
Marc aka Caran...

Johnnie
Captain
Posts: 187
Joined: Sun Feb 26, 2006 4:09 am

Thu May 03, 2007 3:34 am

I would really like the game to slow for a moment right before a battle, to show where a battle is happening on the zoomed out map, or even the jump map. I am relatively familiar with the geopgraphy of the theatre of war, however, I don't pretend to know where each province of each state is. The name of the province is just not enough. Ideally, the game could stop until you hit a button to continue. It would really help with immersion, rather than having to search for where the battle happened afterward.

Just a thought.

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Hidde
Sergeant
Posts: 94
Joined: Fri Mar 03, 2006 12:16 am
Location: Sweden

Thu May 03, 2007 5:44 am

If you have the stop after battle option checked you can scroll the map when the game stops and shows the outcome. It will move beneath the result window that is fixed in place. That way you can at least check out where a battle took place immeditely after the same.

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Stonewall
Posts: 267
Joined: Sat Mar 17, 2007 4:33 pm
Location: Florida, USA

Thu May 03, 2007 7:08 am

I'd like to have an option where I can limit the ai command penalty to 10 or 15% at a maximum. She is having a hard time outfitting divisions and the command penalties are killing her in battle.

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Rafiki
Posts: 5811
Joined: Thu Aug 24, 2006 9:19 am
Location: Oslo, Norway

Thu May 03, 2007 8:07 am

Stonewall wrote:I'd like to have an option where I can limit the ai command penalty to 10 or 15% at a maximum. She is having a hard time outfitting divisions and the command penalties are killing her in battle.

Perhaps as a "stop-gap measure", but in the long run, I'd much rather see the AI skillfully manage the command structure of its armies :)
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Stonewall
Posts: 267
Joined: Sat Mar 17, 2007 4:33 pm
Location: Florida, USA

Thu May 03, 2007 5:10 pm

Rafiki wrote:Perhaps as a "stop-gap measure", but in the long run, I'd much rather see the AI skillfully manage the command structure of its armies :)


I agree, but in the interim, I'd like to not have to manage the ai armies to avoid him having a 35% penalty in every stack. I am routinely defeating armies two and three times my size primarily due to the command penalty.

And not just beating them. Beating them red-headed step child style. Inflicting 25,000 casualties for a loss of 5,000-6,000 on my side.

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Syt
Colonel
Posts: 322
Joined: Tue May 01, 2007 6:41 am
Location: Vienna

Thu May 03, 2007 6:59 pm

Hidde wrote:If you have the stop after battle option checked you can scroll the map when the game stops and shows the outcome. It will move beneath the result window that is fixed in place. That way you can at least check out where a battle took place immeditely after the same.


For me, a "Goto" button in the message window from the post turn message log would be nice.

rasnell
Major
Posts: 247
Joined: Fri Apr 07, 2006 9:16 pm

Thu May 03, 2007 8:53 pm

When going to the load menu, have the list of saved games sorted to show the most current game at the top of the list.

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