Tilg Posted June 15, 2011 Share Posted June 15, 2011 Is there a way to modify the location or move an existing way point? In the original CM you would right click (maybe left click- can't remember) over the way point symbol and drag the point to a new location. Regards 0 Quote Link to comment Share on other sites More sharing options...
Childress Posted June 15, 2011 Share Posted June 15, 2011 Not in the CMx2 releases. Question: why is this important? Just backspace delete the last way point and plop down another one. If I had a list of enhancements this would be about #96. 0 Quote Link to comment Share on other sites More sharing options...
Erik Springelkamp Posted June 15, 2011 Share Posted June 15, 2011 Question: why is this important? Because CMx1 had it :-) 0 Quote Link to comment Share on other sites More sharing options...
Tilg Posted June 15, 2011 Author Share Posted June 15, 2011 It is a very convenient method of modifying an existing route without deleting way points. Especially useful if you have a lot way points already placed. 0 Quote Link to comment Share on other sites More sharing options...
TheBlackHand Posted June 15, 2011 Share Posted June 15, 2011 Question: why is this important? Just backspace delete the last way point and plop down another one. Because it speeds up turn planning and adds more precision to your movement. I've found that having to re-plan an entire route is kind of a PITA. It was much easier in CMx1. If I had a list of enhancements this would be in the top ten. It was/is a nice thing to have. 0 Quote Link to comment Share on other sites More sharing options...
dieseltaylor Posted June 15, 2011 Share Posted June 15, 2011 Especially given the need to check hedges for movement. Yep movable way points would be in my top ten also. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted June 15, 2011 Share Posted June 15, 2011 I think it may be on BFC's own wish list, but since its just a 'convenience' rather than an actual 'feature' other things take precedence. 0 Quote Link to comment Share on other sites More sharing options...
LeadMeister Posted June 15, 2011 Share Posted June 15, 2011 Not in the CMx2 releases. Question: why is this important? Just backspace delete the last way point and plop down another one. If I had a list of enhancements this would be about #96. Huh? What? You're just mess'n with us, right? 0 Quote Link to comment Share on other sites More sharing options...
bowlie Posted June 15, 2011 Share Posted June 15, 2011 the reason i would like this feature is i like to select a group and set a generic move action, then rearange it for each unit. its just quicker that movinging back and forwards with the camera and reslecting the units e.c.t. it would be nice, but its not essential i guess 0 Quote Link to comment Share on other sites More sharing options...
lookeylou Posted June 15, 2011 Share Posted June 15, 2011 Being able to drag/arch WP lines for better flow with vehicles would be up there. The backspace key helps with moving WP. It works. 0 Quote Link to comment Share on other sites More sharing options...
Broken Posted June 15, 2011 Share Posted June 15, 2011 Especially given the need to check hedges for movement. Yep movable way points would be in my top ten also. Movable waypoints would definitely help in straightening out snarled convoys, which happen a lot in the narrow roads between hedgerows. 0 Quote Link to comment Share on other sites More sharing options...
Major SNAFU Posted June 15, 2011 Share Posted June 15, 2011 Not in the CMx2 releases. Question: why is this important? Just backspace delete the last way point and plop down another one. If I had a list of enhancements this would be about #96. Sure, if you only plot one move ahead at a time. For WEGO, that would mean lots of potentially under utilized time per turn. After I have plotted 4 way points and then realize that way point #2 needs to be tweaked, it is a PITA to have to re-plot 3 and 4. One of the reasons that I think this doesn't get more attention in the CMx2 series is that they did away with command delays. I, for one, would really like to have them back. But, because now deleting a set of way points back to zero and then re-plotting isn't costing the player in terms of a command delay, it is seen as not a problem. I disagree with another poster that this is probably high on BF's list, based on my perception that CMx2 has been out for a good while and this hasn't been addressed, but has been brought up multiple times. Perhaps it cannot be implemented because of the addition of RT as a playing option. Perhaps BF anticipated that the majority of players would migrate to RT from WEGO. I have been trying both and so far I see no advantage to RT over WEGO, if you take the time to learn how to maximize your movement in the 60 seconds per turn. But that is my style of play. Before others pooh-pooh the idea of editable way points, please play through a scenario in WEGO mode, if you have not already done so, and you will see why it would be helpful to have. It is a funny thing, but I am still often finding myself saying that I find it more difficult to move my units with precision in CMx2 vs CMx1, despite the fact that we have better resolution of the terrain. Hopefully this will go away as I play even more CMBN than I did CMSF. 0 Quote Link to comment Share on other sites More sharing options...
Rocky Balboa Posted June 15, 2011 Share Posted June 15, 2011 Since this is more of a UI issue it will probably have to wait until the UI revamp .... 0 Quote Link to comment Share on other sites More sharing options...
Vergeltungswaffe Posted June 15, 2011 Share Posted June 15, 2011 Huh? What? You're just mess'n with us, right? Because of the lack of command delay, redoing waypoints means nothing, unlike CMx1, where it would have cost you much more delay time. So no, he's not kidding. 0 Quote Link to comment Share on other sites More sharing options...
Childress Posted June 15, 2011 Share Posted June 15, 2011 But that is my style of play. Before others pooh-pooh the idea of editable way points, please play through a scenario in WEGO mode, if you have not already done so, and you will see why it would be helpful to have. Maybe I'm just not that meticulous. I do play WEGO and don't see much of a chore factor. Don't get me wrong, it would prove useful- sometimes. But BF has a lot on their plate and I think we'd prefer they'd address some of the alleged anomalies others have posted about. Too bad this forum doesn't support polls. 0 Quote Link to comment Share on other sites More sharing options...
Pak40 Posted June 15, 2011 Share Posted June 15, 2011 Bowlie has a really good point. How many times have you issued a move order to a group of units only to have to go back and replot one of the points because the damn point is just on the other side of the hedgerow? 0 Quote Link to comment Share on other sites More sharing options...
womble Posted June 15, 2011 Share Posted June 15, 2011 Because of the lack of command delay, redoing waypoints means nothing, unlike CMx1, where it would have cost you much more delay time. So no, he's not kidding. "Means nothing" except having to redo all subsequent waypoints. I wouldn't repeat what others have pointed out except you seem to have missed 'em. 0 Quote Link to comment Share on other sites More sharing options...
Vergeltungswaffe Posted June 15, 2011 Share Posted June 15, 2011 Didn't miss anything. I will absolutely agree that movable waypoints would be nice to have back, but not having doesn't cost us anything but convenience, so they do mean nothing. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted June 15, 2011 Share Posted June 15, 2011 Isn't this horse dead enough? 0 Quote Link to comment Share on other sites More sharing options...
Gen Von Television Posted June 23, 2011 Share Posted June 23, 2011 Nope: you have to move its waypoints again! I totally subscribe to having all waypoints draggable again as they were in CMX1, and possibly adding the command delay variable would add a further touch of realism... In big scenarios with lots of units it would become quite nightmarish if you have to re plot all waypoins after deleting them... Please. 0 Quote Link to comment Share on other sites More sharing options...
Doug Williams Posted June 23, 2011 Share Posted June 23, 2011 Not in the CMx2 releases. Question: why is this important? Just backspace delete the last way point and plop down another one. If I had a list of enhancements this would be about #96. You're kidding, right? I very much miss this feature from CMx1 and would definitely put it in my top ten things that need to be added to CMBN. 0 Quote Link to comment Share on other sites More sharing options...
Doug Williams Posted June 23, 2011 Share Posted June 23, 2011 Didn't miss anything. I will absolutely agree that movable waypoints would be nice to have back, but not having doesn't cost us anything but convenience, so they do mean nothing. So convenience means nothing in a computer game? Wow. 0 Quote Link to comment Share on other sites More sharing options...
Sitting Duck Posted June 23, 2011 Share Posted June 23, 2011 I am another WEGO player that would like to see the return of movable waypoints as a high priority. Yes, I guess it may only be a matter of convenience. But the same could be said for the mouse... 0 Quote Link to comment Share on other sites More sharing options...
Steiner14 Posted June 23, 2011 Share Posted June 23, 2011 Because of the lack of command delay, redoing waypoints means nothing, unlike CMx1, where it would have cost you much more delay time. So no, he's not kidding. Have you ever planned and plotted moves for a armoured company on a street? And have you ever had units suddenly needing the same street to drive in the other direction? :eek: 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted June 23, 2011 Share Posted June 23, 2011 Sure it's a convenience. So is toilet paper. Steve has said it's on the To Do list. My guess is that it will be part of the UI overhaul planned for the Bulge game. 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.