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P-Dup

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Everything posted by P-Dup

  1. As I said in another, similar thread, I think it's a great idea to add individual banners for individual units. I really hope the devs see these suggestions and their popularity in the community.
  2. I generally like the idea of individual banners and uniforms for individual units very much.
  3. I think it's a pain in the ass, that you are not allowed to make brigades smaller to free up recruits or weapons for the armory. I guess it's a design decision, because you would have to implement an experience system for the free recruits. But right now I'm sometimes forced to reload an entire savegame, when I make a bad decision in the army management screen, erasing all other changes I made until then, which can be quite frustrating, when managing bigger armies. My suggestions: Just make all recruits, that are freed up by downsizing brigades, lose their experience. It's a bit harsh and you would like to keep those situations to a minimum, at least when managing experienced brigades, but at least you could toy around with the numbers of new brigades, that you may or may not want to raise. Or give it a global "Apply" button, making you able to queue up multiple changes in brigades at once, again making you able to toy around with the numbers a bit. I'm surely a bit on the OCD-side of live, wanting to have evenly distributed even numbers of soldiers in my brigades, but for me the system currently in place is suboptimal and I cannot be the only one feeling like this.
  4. After losing 1st Bull Run as the Union (as it is supposed to happen, at least historically) I won at River Crossing and instead of going to see after my boys in the camp I was greeted with dismissal. Is this WAD? Also, generally, the game seems to be pretty hard, doesn't it? (yes, I read the guide for new players, and yes I am an UG:G veteran)
  5. I don't know if this is historically appropriate, but from a gamer's perspective I think there should be a "Reverse" command to move a brigade backwards to a given point in an orderly fashion while still facing the enemy. Right now, there's only "Fallback", in which case you don't really control the direction of the fallback, and a normal "March" or "Run" command, where your troops turn their backs to the enemy, when marching back towards your own lines, getting a "Flanked" or "Rear Flanked" malus. Just give it a command like "Shift+RClick" or something like this.
  6. It happened in a game I started completely new with the newest patch.
  7. Hello all, in my opinion the new patch is really awesome! AI performs much better and the game has become a lot more challenging: I just lost my first battle after 160+ hours of playing! (playing the Union against a Cunning AI). Overall it's a lot more chaotic, which I think is really great. The patch made me play the game again after I already had abandoned it. But there are still a few bugs: Sometimes units charge without being ordered to do so and in one scenario (Conflict at Benner's Hill), some of the smaller 3-star units just did not engage anyone directly, even when standing vis-a-vis an enemy unit with a clear LOS, but they also were not targeted by the enemy. It was just as if they were not on the battlefield. When I ordered them to attack, they just marched towards and finally through the targeted unit without engaging or being engaged (not even in melee). I really hope those issues will be fixed even though the last major update has been anounced. Please.
  8. You can see what a unit is targeting by the red color indicator at the targeted unit's feet.
  9. Don't know if this was posted before. but I think the symbole for telling different kinds off units apart (inf, arty, cav) in the unit's marker is too small to be easily recognized (at least for me), especally in dense situation, where you have to react quckly..
  10. David, they could just give the targeted unit a marker and use a targeting/LOS visualization system like you proposed in the 'Artillery Line of Sight' thread. (http://forum.game-labs.net/index.php?/topic/1174-artillery-line-of-sight/?p=25031)
  11. The field of fire of a particular unit would be shown by s red marker as the unit is selected. Additionally the units in LOS would be highlighted. If you attack units not in the unit's LOS (indirect fire) it would be treated as barraaging ground around the target with huge penalties on hitting the desired target. The field of fire and the marker would be greater if further away. Maybe you need an arrow or other visualization of the actual trajectory for situations where sometjing (a hill, units) blocked the trajectory.
  12. A) The battery would fire barrages at the ground whereyou ctrl-clicked. When there is no enemy unit within range. If you didn't ctrl-click, the artillery would act normal (as before).
  13. Why not add an option to toggle VPs on or off before battle starts?
  14. As I said in another thread there could be a re-conditioning mode for units, which is overriden by the next move order or maybe other order. Units could take some time to switch into and out off re-conditioning, so that players don't abuse it where a fight is imminent.
  15. At first cease fire could be handled differently for infantry and artillery. And then I admit I don't have a really good idea. For artillery there could be a way to toggle all on/off, so you don't have to search the battlefield for the silent artillery units if you want to switch it on again. Then there could be a indicator on the unit (I know that certain people don't wish more indicators in the HUD/GUI). There could also be a timer so you could toggle it off for 5 minutes or a possibility to switch it off until condition hs reached XXX, like a re-conditioning mode. Another idea (maybe a good one - or at least a considerable one) could be to have the next (move) order simply override the cease fire.
  16. @David This is more like a workaround, but I think this is what you meant by your last line. Although it shows additional reasons why a cease fire toggle is useful. And it's a must if ammo should get implemented (please don't).
  17. I think there should be some graphical indicator of the concept 'Condition', but not by a bar, which woul take the game's unique look and feel compared to other RTS games. Maybe the uniforms could get more and more ragged, dirty and bloodstained and the battle lines could get more and more disorderly and undisciplined. There could be empty spaces in the battle line and stuff like this. But I don't know how to visualize regaining of condition, maybe by soldiers eating from their rations and others getting bandaged or something like this.
  18. Back to topic: I think fire at will should have a on/off toggle. Or maybe a cease fire or hold your fire option, at least for strategic reasons (e.g. let an attacking regiment/brigade come up close, then fire a devastating volley more accurately, although with less time to reload if charged)
  19. i made similar experiences: All my battles thus for got delayed and I don't know why. I think the UI should tell why instead of just telling us that it got delayed. Like "Battle delayed because off XXX". On the other hand I was happy that it got delayed every time, as I think the battles would come to an end too early without being delayed. They simply should last longer, as it would be more fun - at least for me. btw CWG is a really, really great game and already a lot of fun before even reaching 1.0. Edit: some typos
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