THE ENHANCEMENT THREAD
Moderators: Balthagor, Legend, BattleGoat, Moderators
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- Corporal
- Posts: 4
- Joined: Jan 10 2006
Thanks for your reply. I have 4.0.1 and, as you said the troops are all there, in fact they even carry over the experience (kills) they received from previous battles. The problem remains, however, that everything I built on the map is gone: Roads, rails, land improvements, etc.
Could it be because I did not have the economy to keep those improvements?
Otherwise, I love the game, I am playing the second game of the campaign and I am watching poor Polland getting crushed by Germany
I wouldn't want to be in their shoes!!!
Could it be because I did not have the economy to keep those improvements?
Otherwise, I love the game, I am playing the second game of the campaign and I am watching poor Polland getting crushed by Germany
I wouldn't want to be in their shoes!!!
- tkobo
- Supreme Ruler
- Posts: 12397
- Joined: Jun 04 2002
- Location: In a vast zionist plot ...RIGHT BEHIND YOU ! Oh Noes !
Region enhancements done by the player in way of facilities do NOT carry over.
It would be nice if they did,but there is an issue with the scale changes.
The size of the hexs (scale) often change from one scenario to the next in a campaign.
This means that the placement of the facilities,resources,etc.. will be different.
So the placement of any facilities you built during the last scenario may not fit in the same location in the new scenario.
Since the size of a hex can change by as much as 5times,getting the new player built facilities to relocate correctly in the next map is unlikely.
It would be nice if they did,but there is an issue with the scale changes.
The size of the hexs (scale) often change from one scenario to the next in a campaign.
This means that the placement of the facilities,resources,etc.. will be different.
So the placement of any facilities you built during the last scenario may not fit in the same location in the new scenario.
Since the size of a hex can change by as much as 5times,getting the new player built facilities to relocate correctly in the next map is unlikely.
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
Chuckle TM
Chuckle TM
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- Lieutenant
- Posts: 86
- Joined: May 27 2005
- Location: Venezia - l'italia del nord
Phoenix wrote:Let a country be able to do foreign investment and build up economic facilities (factories, farms, mines, etc) in other countries. This would be done through the diplomatic relations screen and the raw materials and money required for the build would come from the offering country while the labor would come from the receiving country.
A typical trade could look like this.
Offered: Coal Mine
Received: 50% (whatever that number is) of the coal produced perpetually.
In this way poor countries could open up to foreign investment. Lower their unemployment and gain some needed ressources
Rich countries could increase their available resources while at maximum employment.
This type of trade would also forge much neede alliances between rich and poor countries and make the diplomacy part of game more interesting.
well i support phoenix suggestion and idea, sounds so .... reality.
many times i found that i need a product, i'm short of it, the country near my borders have interesting potentiality but doesn't build so ... to reach my needs i invade whole enemy country and take territory and build but here come's the efficence and loyalty factor.
in this way i can:
- stay in peace with the others
- reach my economic needs in a pacific way
- develop trade with other country
- supply my industry
nice idea phoenix
re-edited
i add an other idea
- maps and scenario based maps that have 5km hex dimension ... how sound this? expecially in europe could be more interesting!
konan
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- General
- Posts: 1182
- Joined: Sep 23 2003
- Location: UK
Very good idea. Foreign investment and invisables like loans were one area of the economic model I thought could have been given more attention.Phoenix wrote:
Let a country be able to do foreign investment and build up economic facilities (factories, farms, mines, etc) in other countries. This would be done through the diplomatic relations screen and the raw materials and money required for the build would come from the offering country while the labor would come from the receiving country.
A typical trade could look like this.
Offered: Coal Mine
Received: 50% (whatever that number is) of the coal produced perpetually.
In this way poor countries could open up to foreign investment. Lower their unemployment and gain some needed ressources
Rich countries could increase their available resources while at maximum employment.
This type of trade would also forge much neede alliances between rich and poor countries and make the diplomacy part of game more interesting.
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- Corporal
- Posts: 6
- Joined: Jun 10 2006
Well, for the short term the AI ministers don't seem to be able to auto manage the withdraw of old units or missiles and build new ones to modernize the army along with the technological improvements.
The AI didn't seem to use Nukes against me.
The AI don't build any facilities.
AI seems to be unable to make full use of diplomacy.
And for afterwards, how about adding in space wars? It would be interesting to have a new arsenal of satellites just like the units belonging to each tech group or nation having different purposes like taking out enemy satellites, dropping nukes onto the planet, etc.... It will be interesting if this was included for the expansion pack or a patch.
The AI didn't seem to use Nukes against me.
The AI don't build any facilities.
AI seems to be unable to make full use of diplomacy.
And for afterwards, how about adding in space wars? It would be interesting to have a new arsenal of satellites just like the units belonging to each tech group or nation having different purposes like taking out enemy satellites, dropping nukes onto the planet, etc.... It will be interesting if this was included for the expansion pack or a patch.
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- Colonel
- Posts: 462
- Joined: Apr 10 2006
- Location: Tennessee
1. Deployed Engineer units who are told to perform construction duties should automatically move to the next project that is unfinished.
2. AI regions should be more ascertive (spelling?) in their attempts to conduct diplomacy with the player - even if its bad diplomacy.
3. The player should be able to provide the Military Minister with defined goals during peace, ie. train 25% of force at all times; during times of threats, ie. aggressive focus on this neighbor while maintaining passive focus elsewhere
4. The player should be able to pull a LOG of diplomatic transactions to track what has occured with a particular nation.
5. While playing South Africa I have noticed that Angola's Belli has slowly crept up to the 70+% range. The problem is that I don't have a clue as to what is causing this upwards trend. Having an embassy should allow for at least minimal dialog in which the Player can at least understand what is causing the tensions.
6. AI Regions who have no possibility of playing a role against another region shouldn't waste resources and risk economic ruin by declaring war.
7. The player should have an option of influencing AI Regions, and vice versa, through diplomacy towards blockades, boycotts, etc. etc.
8. The game needs an INTEL specific GUI in which the player receives reports from areas of concern.
9. Intel related units should gather information on what it sees; this information should be given to the player in the form of a report in which the player would be able to make decisions easier.
10. The AI should conduct intel gathering operations, even with an AWAC or UAV or whatever. The AI should adjust its security based on its neighbors actions.
Tony
2. AI regions should be more ascertive (spelling?) in their attempts to conduct diplomacy with the player - even if its bad diplomacy.
3. The player should be able to provide the Military Minister with defined goals during peace, ie. train 25% of force at all times; during times of threats, ie. aggressive focus on this neighbor while maintaining passive focus elsewhere
4. The player should be able to pull a LOG of diplomatic transactions to track what has occured with a particular nation.
5. While playing South Africa I have noticed that Angola's Belli has slowly crept up to the 70+% range. The problem is that I don't have a clue as to what is causing this upwards trend. Having an embassy should allow for at least minimal dialog in which the Player can at least understand what is causing the tensions.
6. AI Regions who have no possibility of playing a role against another region shouldn't waste resources and risk economic ruin by declaring war.
7. The player should have an option of influencing AI Regions, and vice versa, through diplomacy towards blockades, boycotts, etc. etc.
8. The game needs an INTEL specific GUI in which the player receives reports from areas of concern.
9. Intel related units should gather information on what it sees; this information should be given to the player in the form of a report in which the player would be able to make decisions easier.
10. The AI should conduct intel gathering operations, even with an AWAC or UAV or whatever. The AI should adjust its security based on its neighbors actions.
Tony
- AtomicBoboli
- Warrant Officer
- Posts: 26
- Joined: Jul 09 2006
- Location: United States
I was sitting on a bunch of ideas, but unfortunately I only remember a hand-full, and can properly convey even less. Not all of them I feel are useful in modern warfare, although they have been useful in history past. Nor will all of these suggestions be possible to implement, or desirable given certian game constraints. I am just tossing out what I can think of.
I will try and mention unique ones. Now, let me see...
1. Constructable canals for transporting sea units.
2. Some way to transport units along railroads without making railroads identical to roads.
3. Some way to transport air units across large oceans in a ship without turning the ship into a cheap aircraft carrier.
4. Some way to transport missiles to reload units (particularly air units) at sea without having to bring the unit home.
5. Some way to transport reserve units between bases without spending the military manpower activating them.
6. Make the "sell unit" button appear everywhere the "scrap unit" button does, and vice-versa.
7. Some way to differentiate between mechanized infantry and air cavalry and the vehicle that carries them. It seems like the strength of those battalions is largely dependent on the capabilities of the vehicle and not the infantry it carries, although I may be wrong.
8. Air cavalry, for that matter. Basically flying mechanized infantry, treated like infantry on the ground and a close air unit while moving. Most of the transport choppers used in such operations dont have enough room to carry infantry formations, assuming the default strengths for both. Reduced-strength infantry formations and increased-strength helo formations are a solution, but that's rather ornery and also something the AI will never utilize.
9. Capturing units and equipment, boarding vessels. For the pirate-minded.
10. Civilian casualty total in the summary, beside the military casualty total. Perhaps also a total of all the terrain upgrades destroyed or lost.
11. Some mechanism to reduce the omnipresence, the instantaneous exchange of LOS information between units.
12. Conventional explosive versions of silo or sub-based ballistic missiles.
13. Multiple-hex area of effect for large nuclear warheads and multiple warheads.
... And that is all I can come up with right now.
I will try and mention unique ones. Now, let me see...
1. Constructable canals for transporting sea units.
2. Some way to transport units along railroads without making railroads identical to roads.
3. Some way to transport air units across large oceans in a ship without turning the ship into a cheap aircraft carrier.
4. Some way to transport missiles to reload units (particularly air units) at sea without having to bring the unit home.
5. Some way to transport reserve units between bases without spending the military manpower activating them.
6. Make the "sell unit" button appear everywhere the "scrap unit" button does, and vice-versa.
7. Some way to differentiate between mechanized infantry and air cavalry and the vehicle that carries them. It seems like the strength of those battalions is largely dependent on the capabilities of the vehicle and not the infantry it carries, although I may be wrong.
8. Air cavalry, for that matter. Basically flying mechanized infantry, treated like infantry on the ground and a close air unit while moving. Most of the transport choppers used in such operations dont have enough room to carry infantry formations, assuming the default strengths for both. Reduced-strength infantry formations and increased-strength helo formations are a solution, but that's rather ornery and also something the AI will never utilize.
9. Capturing units and equipment, boarding vessels. For the pirate-minded.
10. Civilian casualty total in the summary, beside the military casualty total. Perhaps also a total of all the terrain upgrades destroyed or lost.
11. Some mechanism to reduce the omnipresence, the instantaneous exchange of LOS information between units.
12. Conventional explosive versions of silo or sub-based ballistic missiles.
13. Multiple-hex area of effect for large nuclear warheads and multiple warheads.
... And that is all I can come up with right now.
- Legend
- General
- Posts: 2531
- Joined: Sep 08 2002
- Human: Yes
- Location: Ancaster, Ontario - BattleGoat Studios
- Contact:
hex size boils down to a matter of processing power required to perform in-game actions. Take an E3 recon plane with a 350km spotting radius. If my math is correct, at a 5km hex size it would have to "look into" 872 hexes, at 10km hex size it would have to look into 218 hexes. This difference all adds demand to the system. Add in the fact that the E3 plane will look here each "time slice". Do you see the difficulty in this request?konan wrote: i add an other idea
- maps and scenario based maps that have 5km hex dimension ... how sound this? expecially in europe could be more interesting!
I'm going to create a new thread about the math of hexes, incase anyone is interested... I'll post it here when I've created the post.
EDIT - here it is... http://www.bgforums.com/forums/viewtopic.php?p=44621
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- Lieutenant
- Posts: 52
- Joined: Jul 22 2004
Actually, Air cav is easy and already in game.
Use the CH-47 Chinook, and later the MH-47 SOE Chinook, at max strength, 35 I think, and you can move one max strength Garrison, Marine, or other leg unit. I'm not sure of the east bloc type unit, but a maxed hip or hind (always forget it) could be used. With smaller units like elite warriors or special ops you can get 2 max units per Chinook. Also, the V-22 Osprey is a great SOF unit transport, and of course a huey will do in a pinch.
With update 5 there is a filter for unit type after using select all. This makes AirCav operations a snap. Just keep your heli's close, and you can leapfrog to your hearts content
Use the CH-47 Chinook, and later the MH-47 SOE Chinook, at max strength, 35 I think, and you can move one max strength Garrison, Marine, or other leg unit. I'm not sure of the east bloc type unit, but a maxed hip or hind (always forget it) could be used. With smaller units like elite warriors or special ops you can get 2 max units per Chinook. Also, the V-22 Osprey is a great SOF unit transport, and of course a huey will do in a pinch.
With update 5 there is a filter for unit type after using select all. This makes AirCav operations a snap. Just keep your heli's close, and you can leapfrog to your hearts content
- Balthagor
- Supreme Ruler
- Posts: 22099
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
- AtomicBoboli
- Warrant Officer
- Posts: 26
- Joined: Jul 09 2006
- Location: United States
Eh, I knew you could simulate air cavalry in-game, its just that it is inconsistent with how armored personnel carriers function in-game, which come with the infantry built-in.
I do use air cavalry in-game in much the same manner as described, but I do not normally over-strength the helocopter formation as it doesn't seem like something a commander would do.
Of course, I don't know much about how things were done historically. They may have it in wars like Vietnam and I just don't know it.
Instead, I usually under-strength the attached infantry battalions in question. Maybe not as practical as over-strengthing everything, but I kinda like being able to use classic air cavalry helocopters, like the Huey.
I do use air cavalry in-game in much the same manner as described, but I do not normally over-strength the helocopter formation as it doesn't seem like something a commander would do.
Of course, I don't know much about how things were done historically. They may have it in wars like Vietnam and I just don't know it.
Instead, I usually under-strength the attached infantry battalions in question. Maybe not as practical as over-strengthing everything, but I kinda like being able to use classic air cavalry helocopters, like the Huey.
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- Brigadier Gen.
- Posts: 577
- Joined: Aug 10 2005
- Location: Venice - the Doge's palace on the Pacific.
Yakkity-Yak
In the eastern bloc it's the YAK-60 - 2k+ Tonnes capacity at default strength (like 5+ leg units or two bridge units - basically three can carry light division). Have to research them, but worth putting at the top of the research queue. Awesome piece of cargo hardware. Use a good attack helo to escort, and precede them with some airstrikes and you can go just about anywhere. You will probably also do away with supply trucks using these. After a while, you won't move anything except by air with these on hand - because of the vast distances and crappy roads: this is probably consistent with reality. I really miss them when playing regions that don't have anything like them.
Colorless green ideas sleep furiously [but otherwise, they do not worry and are happy].