WISHLIST!!

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Marching Thru Georgia
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Re:WISHLIST!!

Post by Marching Thru Georgia »

Rich Mac:
Numbers 1 and 2 are on the list and will most likely show up in the feature patch later this year. Number 3 has a similar entry on the list, whereby the cannon has a chance of being destroyed by a direct hit.
I can make this march and I will make Georgia howl.
Willard
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Re:WISHLIST!!

Post by Willard »

How about making the supply wagon a combat unit with a combat value 0 so it can be targeted and destroyed? I know this could lead to some gamey exploits, but I think it would be great if you could destroy the supply wagon. This would prevent the supply wagon from moving to the front lines, require troops to protect it and force players not to re-supply units on the firing line (which wasn't historically done anyway).
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RebBugler
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Re:WISHLIST!!

Post by RebBugler »

Willard wrote:
How about making the supply wagon a combat unit with a combat value 0 so it can be targeted and destroyed? I know this could lead to some gamey exploits, but I think it would be great if you could destroy the supply wagon. This would prevent the supply wagon from moving to the front lines, require troops to protect it and force players not to re-supply units on the firing line (which wasn't historically done anyway).
I think this is a great idea, and a historic/realistic plus upgrade. Biggest hurtle, I think, in making it a game reality would be the amount of new sprites necessary to get this right. Still, this would be a nice feature to be strongly considered.
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Michael Slaunwhite
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Re:WISHLIST!!

Post by Michael Slaunwhite »

Willard wrote:
How about making the supply wagon a combat unit with a combat value 0 so it can be targeted and destroyed? I know this could lead to some gamey exploits, but I think it would be great if you could destroy the supply wagon. This would prevent the supply wagon from moving to the front lines, require troops to protect it and force players not to re-supply units on the firing line (which wasn't historically done anyway).
Hi Willard.

Great idea.

I don't understand why people would think that this would be gamey aspect of the game. I mean your at war, anything goes so you can defeat the enemy. If by taking his supply source, or destroying it is a plus for you, not a gamey move. If players are seeing this as a point to exploit, then exploit it...it's war.

As long as you leave the women, and children alone...then it's all fair game.

I'm sure the South thought it was little gamey when Sherman went on his rampage. War is War.

Willard, if I do play agians't you, no column charging, too gamey for me. :)

Cheers Willard.
Last edited by Michael Slaunwhite on Sun Aug 15, 2010 9:05 am, edited 1 time in total.
Willard
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Re:WISHLIST!!

Post by Willard »

mikesla wrote:
Hi Willard.

Great idea.

I don't understand why people would think that this would be gamey aspect of the game. I mean your at war, anything goes so you can defeat the enemy. If by taking his supply source, or destroying it is a plus for you, not a gamey move. If players are seeing this as a point to exploit, then exploit it...it's war.

As long as you leave the women, and children alone...then it's all fair game.

I'm sure the South thought it was little gamey when Sherman went on his rampage. War is War.

Willard, if I do play agians't you, no column charging, too gamey for me. :)

Cheers Willard.
Mike -

The gamey aspect would be that players could purposely move their supply wagons to the front line. If they were changed to combat units with zero combat ability, but an ability to take losses (not casualties, but destruction of supply points instead), then by moving them to the front lines infantry would target that and not the enemy.
It then would become clear as to what would happen at the critical point of the battle if all of a sudden multiple supply wagons came rampaging through the front lines ahead of a rebel charge!!!

I am not sure if there is away to avoid this if the tweak is made and it certainly would be in poor gamesmanship - in my opinion.

*S*

Willard
Roberdeau Ch. Wheat
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Re:WISHLIST!!

Post by Roberdeau Ch. Wheat »

Willard wrote:
#2 - For MP play, a Take Command button for AI controlled units. For example, say I take control of a division of artillery, but there are 2 in the OOB and not enough players, a TC button to take command of that second division would help. This would be great for players to take control of additional units.

I don’t think this has to be changed. I admit we had this “problem” several times in MP: Not enough players but too much units in the oob. But you can easily control these AI units with courier orders. Of course they won’t react as quick as a human player and it takes a while to issue the orders (move there, face this direction, form line etc.).

I was in the same situation two days ago controlling a division of artillery and on our (csa) side were still a cav brigade, an infantry division and an artillery division under AI control. After I positioned my arty, I ordered them to my position to give me support without problems. Unfortunately I couldn’t use them in the offense anymore because the game crashed then.

As a side note: the artillery battery didn’t follow my orders. I assume that I forgot to order Hold Fire before giving the movement orders.
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RebBugler
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Re:WISHLIST!!

Post by RebBugler »

"Unfortunately I couldn’t use them in the offense anymore because the game crashed then"

Please report this or any crashes on the latest patch thread. This is important to make this game rock solid. Thought we had eliminated all crashes with the last beta patch, which is/was set to go official shortly.
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Michael Slaunwhite
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Re:WISHLIST!!

Post by Michael Slaunwhite »

Hi Willard.

[quote]
Mike -

The gamey aspect would be that players could purposely move their supply wagons to the front line. If they were changed to combat units with zero combat ability, but an ability to take losses (not casualties, but destruction of supply points instead), then by moving them to the front lines infantry would target that and not the enemy.
It then would become clear as to what would happen at the critical point of the battle if all of a sudden multiple supply wagons came rampaging through the front lines ahead of a rebel charge!!!

I am not sure if there is away to avoid this if the tweak is made and it certainly would be in poor gamesmanship - in my opinion.

*S*

Willard [quote]

Thanks, I didn't think of it in those terms.

later!
J Canuck
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Re:WISHLIST!!

Post by J Canuck »

Rich Mac wrote:
2. Road March AI adjustment. Ever notice that if you set a brigade (or any unit) off on a road march and the leader gets separated from the subordinates, you can't adjust your road march destination without the subordinates wanting to do it from the location of the superior? That's really annoying. Especially playing HITS where you set your units off on a road march and run the General ahead to scout. If you then try to adjust that road march order to a different location, your units will all head off-road towards the Superior's location, and then make a direct line back to the road from there. There should be some way that they simply take the most direct road path from their own location. Sorry, I probably explained this one badly
You may be aware of the cumbersum work-around that I often use because I am a huge micro-manager. Using the arrow keys, I navigate to each regiment and click its Road Icon. One by one, each clicked regiment immediately readjusts back to the road it was on and heads for its new destination.

EDIT:
ADukes gave us a simple method for changing one of the files in TC2M which made all regiments stay on the road as the default. I can't recall what that was and if it would work with SOWGB
Last edited by J Canuck on Sun Aug 22, 2010 10:49 am, edited 1 time in total.
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kg_sspoom
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Re:WISHLIST!!

Post by kg_sspoom »

The abilty to set(lengthen)the victory location timers during multiplay sandbox games.
It seems that unless the game is set to be a very long game (3 hours+)
the timer runs out before you can set-up and launch any kind of reasonable assault.
Games are ending way too early. People rush and sit on them and the game is over before
it ever really gets started
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