Pocus wrote:@Jerzul: Honestly, no this won't be a feature. Too complex and against our will to on the contrary streamline the game.
Ace wrote:Recruiting regiments and then grouping them into brigades on game map adds to micromanagement, and that is not a good thing. On a contrary, recruiting brigades with their historic names adds to the flavor of the game.
Ace wrote:Recruiting regiments and then grouping them into brigades on game map adds to micromanagement, and that is not a good thing. On a contrary, recruiting brigades with their historic names adds to the flavor of the game.
aryaman wrote:I wonder if a proper PBEM system will be added. I mean one in which you can send a single file to your opponent. It would be a cheat prove system if the system is made so that, in the first turn you plot your movements, then send the file. Your opponent plot his movements, then send the file, I open the file and then the turn is executed, then I plot my movements and send the second turn...
Ace wrote:Recruiting regiments and then grouping them into brigades on game map adds to micromanagement, and that is not a good thing. On a contrary, recruiting brigades with their historic names adds to the flavor of the game.
Pocus wrote:@Jerzul: Honestly, no this won't be a feature. Too complex and against our will to on the contrary streamline the game.
Stauffenberg wrote:Agreed. And I would reiterate the idea of adding state flags on the counters of those bdes that are not mixed (state-wise) and fine-tuning some effects to be had from that--eg. CSA Virginia bdes get a +/- effect for being deployed in Virginia or outside of respectively. Perhaps leaders as well.
Ace wrote: On a contrary, recruiting brigades with their historic names adds to the flavor of the game.
Ace wrote:It can't always be my way. I 'll have to live with it. I hope, other elements of the game will be so improved that I won't care about that little drawback (for me that is, someone may like the new recruiting system more than the old one). I only hope the map will be similar in style to the old one, not generic one like in the new games. I fell in love with artistic style of the AACW1 at first sight.
Ace wrote:
I don't know if that would be easy to program, but the idea is good.
Even better idea in which sending 2 e-mails per turn would be avoided. I plot the movements and send the file with the password. My opponent puts the file in save game folder but he cannot read them without the password (obviously the system can read them during turn execution even without the password). He executes the turn, and cannot reload it (return to previous turn) without the password incorporated within my save game.
Pat "Stonewall" Cleburne wrote:Since we're going to be using RUS style recruitment, and presumably with a bunch of different state units that will make the lists rather long, I have a request. The current way the system works is it returns to the beginning of the current list whenever you drag and drop a unit out to be built. This gets really annoying if you have to scroll back over every time to build multiple units of the same type. Can you make the list just stay where it's at when you drop a unit out to be built. I don't *think* this would be a hard change to make and it would help the system a bit I think.
Pocus wrote:Now, if you use a passworded file, others player should not be able to open your turn.
Ace wrote:So one half of cheat-proof multiplayer is done,
Ace wrote:other half would be the prevention of last turn load if the passwords defined in the options and the password in-bedded in the last turn ord files do not match.
If for any reasons, players agree to repeat the last turn, non-hosting player could send his orders to the host without the password, or two passwords could be defined in the options window, one for the host, and one for non-host (so he can send him the password instead).
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