anoldman Posted April 5, 2006 Share Posted April 5, 2006 Downloading Demo now. Downloaded Manual. Question: Looking in the manual I cant find the hotkey for 'boss key' or minimize. I would like to set this to spacebar if possible. Not that I am downloading this at work... err.. ok so I am, *busted* Boss key though? Thanks, --AOM Link to comment Share on other sites More sharing options...
Sombra Posted April 5, 2006 Share Posted April 5, 2006 A little bit to lazy to download the manual right now. I hate to read on the computer. 1. Question is it possible to show the convoy routes on the main map? 2. Would be possible to show your units as an option on the minimap? (Just a blinking point would be nice? Besides game runs really smoothly for me. Link to comment Share on other sites More sharing options...
Blashy Posted April 5, 2006 Share Posted April 5, 2006 The key to auto minimize is ESC or alt-tab. 1- Convoy routes are not visible on the main map, the reasoning is that it would be too easy for subs to know 100% where to park the boats. 2- You're the second person to ask units to show as blinks on the mini map. I must say I never thought of it (because I never needed it) but it is a good idea. Link to comment Share on other sites More sharing options...
Hubert Cater Posted April 5, 2006 Share Posted April 5, 2006 1. This is actually an enhancement I'll be looking into as it is a good idea and one that came up during testing as well... and while the question did come up if it would be too easy for subs I think it'll probably see the light of day... but understandably with a very long list of items to accomplish it unfortuantely had been pushed back since the Convoy Map showed the sub positions in relation to the current convoy paths. Not the optimal solution but it was felt that it was handy enough for the time being. 2. Agreed, good idea Link to comment Share on other sites More sharing options...
Sombra Posted April 5, 2006 Share Posted April 5, 2006 Thanks for the nice reply Blashy. Regarding your first 1 point . Well I think its a strategic game though I don´t like guessing where to put my units. Link to comment Share on other sites More sharing options...
anoldman Posted April 5, 2006 Share Posted April 5, 2006 Thanks for the nice reply... was actually coming back to say I found the <Esc> key Thanks for the great game Hubert!! I am heading home now. Suddenly I don't feel so good... A little confused on movement (my plane had radius of 1?) but will print manual when I get home. Loaded fine, Graphics look good, Alt-Tab'd no problem and came back fine, same with esc key, no obvious graphical issues at all. Have sound muted so will need to wait till i get home for that. Playing on a Compaq nc6000 notebook. WOOT!! --AOM Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted April 5, 2006 Share Posted April 5, 2006 Have a few more questions guys (after reading the effin' manual...): 1. Shouldn't Sub tech increase MPP loss for attacks on a convoy route? Think a Type XXI rampaging through the lanes in 1944... 2. Motorization tech for tanks? Aren't tanks already motorized? Thus this tech should allow the infantry to keep up with the armor? 3. Radar Tech increasing attack % for planes vs. subs? This was a key development in the convoy battles, probably moreso than tech improvements for escorts (Hedgehogs, better sonar, RDF, etc.). It would then allow the Allies to choose whether to help the planes when they hunt for subs (researching Radar and Long Range) or the escorts (your current Anti-Sub tech). Link to comment Share on other sites More sharing options...
Hubert Cater Posted April 5, 2006 Share Posted April 5, 2006 1. It does although I'm not sure if it made the final cut of the manual or is included in the User Manual errata. Bill can probably let us know for sure. Essentially Sub tech increases will increase MPP losses while ASW acts to counter the MPP losses in the formulas. This is on top of the regular effects that these tech advances have wrt combat 2. The general idea is that the Tank Groups are not made up of only tanks but infantry support units as well. Thus along the lines of the weakest link theory, motorization helps improve the mobility of these infantry support units and in turn the overall mobility of the entire Tank Group. 3. Interesting idea and something to think about for sure... off hand though and one of the reasons there is a cap for some unit types in terms of applicable research is that the current interface and design etc., has three maximum slots for research per unit type so it would require a bit of an overhaul to add even an extra item. This does not appear to be the case for AF but you get the idea. Also there is the idea of counter tech needed for each new tech otherwise we get imbalances as we did in SC1. Currently each tech has a counter balance and this makes game play much more predictable and less skewed over the long term. Link to comment Share on other sites More sharing options...
pzgndr Posted April 5, 2006 Author Share Posted April 5, 2006 1. It does although I'm not sure if it made the final cut of the manual or is included in the User Manual errata. Bill can probably let us know for sure. Correct. There is a User Manual Updates and Errata file being provided with the game. A few things changed since the manual went final... At some point, it would be good to update the pdf manual with all the latest corrections. Perhaps with some future patch. Link to comment Share on other sites More sharing options...
Lars Posted April 5, 2006 Share Posted April 5, 2006 Originally posted by Blashy: 1- Convoy routes are not visible on the main map, the reasoning is that it would be too easy for subs to know 100% where to park the boats. I'm not sure about that. I think a dotted line on the main map would be more useful than the Convoy map. With the understanding that it's only a general location of the route. In other words, you only have to be close (say 2 or 3 squares either side), not parked right on top of the thing. Would be nice if the route changed over time too. Then parking on top of it does no good, as the route would just naturally wander away (except at the port ends). Plus, parking right on top would seem to be hazardous to a u-boat's health. Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted April 5, 2006 Share Posted April 5, 2006 Well if balance is the key then German radar research would beget them radar detectors like Metox, right? Thus balance between air units hunting subs with radar and subs evading them would be nice and symmetrical. :cool: Oh and can surface ships raid convoy routes? Link to comment Share on other sites More sharing options...
Blashy Posted April 5, 2006 Share Posted April 5, 2006 Originally posted by Lars: </font><blockquote>quote:</font><hr />Originally posted by Blashy: 1- Convoy routes are not visible on the main map, the reasoning is that it would be too easy for subs to know 100% where to park the boats. I'm not sure about that. I think a dotted line on the main map would be more useful than the Convoy map. With the understanding that it's only a general location of the route. In other words, you only have to be close (say 2 or 3 squares either side), not parked right on top of the thing. Would be nice if the route changed over time too. Then parking on top of it does no good, as the route would just naturally wander away (except at the port ends). Plus, parking right on top would seem to be hazardous to a u-boat's health. </font> Link to comment Share on other sites More sharing options...
Hubert Cater Posted April 5, 2006 Share Posted April 5, 2006 Of course, just giving you some of the background on the current setup and potential issues if the research types are not well thought out... just my designer hat talking For surface ships, currently they cannot raid convoy routes. Link to comment Share on other sites More sharing options...
AstroCat Posted April 5, 2006 Share Posted April 5, 2006 In addition to units on the minimap, if you could click on a unit on the strategic map and then the main screen would open positioned over that unit. That would be nice. Link to comment Share on other sites More sharing options...
Hubert Cater Posted April 5, 2006 Share Posted April 5, 2006 I'm just telling you why it was not done, but for the main part as Hubert stated, I think that was at the bottom of his to do list, which he still has plenty.Let's call it the possible enhancement list Link to comment Share on other sites More sharing options...
Lars Posted April 5, 2006 Share Posted April 5, 2006 Yeah, I can see why it's done the way it's done. Less programming work to do it that way. However, it's more work for me clicking back and forth. Which is more important here. Ah well, as long as it's on the to-do list. And don't forget my blinking units on the mini-map. In fact, as long as you're at it, have them quit blinking after I've moved them and just display steady state. There, now I just freed up that Next Unit button for something else. Please send me $5. [ April 05, 2006, 11:43 AM: Message edited by: Lars ] Link to comment Share on other sites More sharing options...
Karhu Posted April 6, 2006 Share Posted April 6, 2006 Gentlemen, Full marks on what looks like a cracking game. I wasn't sure how the tiles would work out, but actually they work very well by allowing much more movement "through the gap". This is especially true at sea, where it's now much more difficult to surround and destroy subs, evening up the odds a little. I especially like the diplomacy options, as this adds a whole new aspect to the game, and the fact that many of the minors have been beefed up to make them potentially very valuable allies. Getting Spain on board, for example, now looks like really being worth the effort. It's also good to see Mannerheim at last! A couple of questions: 1. How do you get paratroops back up into the air once they've carried out a drop? 2. Is a city still connected to its capital if their territories meet at just the corners of two tiles? 3. Do the Mediterranean convoys appear later in the full game, or what happened to them? BTW, I'd like to add my voice to the request for the convoys to be marked on the main map in some way. Cheers. Link to comment Share on other sites More sharing options...
pzgndr Posted April 6, 2006 Author Share Posted April 6, 2006 1. Paratroops have to be in supply >= 7. Then with a right click select mode "Prepare" from the drop down menu. They can airdrop the next turn. 2. Diagonal connections work. Note, this ALSO works for keeping enemy units in supply, so to encircle units you really have to cover ALL angles. 3. There aren't any Med convoys. Convoy routes are displayed on the Convoy Map, as well as the positions of your subs. Use this to determine if you are on target or if you need to move around some. Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted April 6, 2006 Share Posted April 6, 2006 Speaking of paras, can you move them by air from one friendly base to another, without dropping? I.e. all troops just get in their C-47s, fly along and then land in the plane? I ask because of the chance of losing strength points when they use their chutes... Link to comment Share on other sites More sharing options...
Blashy Posted April 7, 2006 Share Posted April 7, 2006 No you can not, you may operate them like regular troops. But there is a way to heavily reduce casualties from paratroops. I'll let you all discover it or read the manual Link to comment Share on other sites More sharing options...
jon_j_rambo Posted April 7, 2006 Share Posted April 7, 2006 Thanks Tony! Link to comment Share on other sites More sharing options...
Karhu Posted April 7, 2006 Share Posted April 7, 2006 Thanks for the quick reply, Pzgndr. Why were the Mediterranean convoys left out? After all, they were very important, especially for Malta, and they were in SC1 - at least the Italian sub could interrupt them by hanging around in the right places. Now it will only be fit for disbanding once the UK Mediterranean fleet is gone, unless the Axis can take Gibraltar. I know about the convoy map, but the one niggle I have is about having to go backwards and forwards between the maps to see if my subs are more or less in the right place. I like Lars's idea of the dotted line on the main map you need to be within 2 or 3 tiles of, and of them shifting a little over time. Perhaps they could do this in response to successful attacks? After all, it seems only natural that if ships were being sunk on one route they might vary it a little. Link to comment Share on other sites More sharing options...
pzgndr Posted April 7, 2006 Author Share Posted April 7, 2006 There are convoys from Egypt and Iraq that go via South Africa back to England. There are no "supply convoys" to Malta. We could reconsider the Egypt convoy route through the Med, and then it would be subject to Italian sub raiding. The loss of MPPs would then indirectly affect Malta, and provide for some more activity in the Med. As for the convoy map, yeah it takes some back-and-forth. But it can't be made too easy for the grey wolves, now should it? Link to comment Share on other sites More sharing options...
Edwin P. Posted April 7, 2006 Share Posted April 7, 2006 (Regarding Convoy Routes showing on the main map) Originally posted by Hubert Cater: 1. This is actually an enhancement I'll be looking into as it is a good idea and one that came up during testing as well... and while the question did come up if it would be too easy for subs I think it'll probably see the light of day...So it wouldn't be too easy, why not have the convoy routes show on the main map only if an active major power has an Intel Tech advantage? That way, the Allies know exactly what tiles to guard on the main map if they have the higher Intel rating and the Axis knows which to attack if they have the higher Intel Tech rating. If neither has a tech advantage then both see nothing. As for changing the route, I will wait until I have some experience with the full game as it may not be needed, but at first glance I would say I have a preference for user selectable routes (selected from a predefined list). Changing a route would incur a cost in MPPs - i.e. 100MPPs for Canada to change from Route 1 to Route 2 and it might not help if the Axis has an Intel Tech advantage that allows them to see what the route changed to. [ April 07, 2006, 06:15 AM: Message edited by: Edwin P. ] Link to comment Share on other sites More sharing options...
Lars Posted April 7, 2006 Share Posted April 7, 2006 Good tweak Edwin. But I really think the Allies would know where their own convoys are running, no matter their lack of intelligence. Just change it to the Allies would now know where the Axis lanes are. Link to comment Share on other sites More sharing options...
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