OLD - Pre UNity [REQ] General FoG Improvements

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cothyso
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OLD - Pre UNity [REQ] General FoG Improvements

Post by cothyso »

Improvements:
------------------

1a) Replays system. Please add a full battle replay system. You already have the support, as we can see opponent's last turn, please just expand it into a full battle replay system, with the option to automatically save these replays at the end of the game.

2.1a) Gameplay. Please add pushback/controlled backdrifts movements and stay-and-die troop orders.

2.1b) Gameplay. Please add backward moves (troops moving 1/2 hexes backwards, while mentaining the same facing). Also possible while in melee contact (with orders).

2.1c) Gameplay. Please add turn charges, at least for superior/drilled troops and/or with a charge distance penalty.

2.1c) Gameplay. Please remove uncontrolled enemy battlegroups icons (at least as long as local influency/all enemy leaders are not revelead).

2.2a) Gameplay. Multiplayer. Please add an ELO like player ladder.

2.2b) Gameplay. Multiplayer. Please ad handicap to the ELO unbalanced games (difference in ELO points transformed into Army List points and/or Victory/Defeat points). That would benefit all the players, providing the weakest/inexperienced ones with a little help, and making things more interesting for the killing machines, giving everyone a fair chance to get to the top of the tournament, and even win it. I think this would boot up the interest in tournaments much more than the current tournament system.

2.2c) Gameplay. Multiplayer. Please add along the current Opponent Army drop down options (X, Y, Z pack andd From Any pack) another Opponent Timeline Period dropdown list (with Force current army list period historical opponent/Force current army list historical period/Force current army list any army/Any period options) for a new issued challenge (to force only historical matches against that army from all available addons). I hate playing fantasy games with romans against HYW english or french, and I might not be the only one.

2.2d) Gameplay. Multiplayer. Please allow us to write in chat window at any (multiple) times during our turn.

2.2e) Gameplay. Multiplayer. Please remove (or at least extend) chat's string length limit.

2.2f) Gameplay. Multiplayer. Please add a Max Time per Turn option for a new multiplayer issued challenge (default on none = unlimited time).

3a) Game log. Please dump the Summary (console's) output of a game/multiplayer turn into a time-seed-generated-name log file (in order to not have them overwriting themselves), to can analyse the course of a game

3b) Game log. Please add detailed info regarding the number of dices (initial number, penalties, bonuses, etc) for each BG involved in a fight.

4b) Game lists. Please make the single player game lists area taller/bigger (as in extend the visible area) and/or the scenario list windows resizeable

4c) Game lists. Please add another tab with Personal Challenges to the other 3 already existing tabs for the multiplayer menu with a list of all challenges issued by other players to you only. This would also require an additional edit box in the Issue a Challenge dialog, containing the name of the challenged player. (it would greately help the tournaments/campaigns, and also would clean up the Find Challenge list, which is a bit of show stopper for a newbie player, with 99% of the games listed in there as being locked with a password).

4d) Game lists. Please let us name the challenges we are posting (ie. LoEG_DivC_for_Yann)

4e) Game lists. Please make the numbers for the Results list from the Current tab display the number ov victories/defeats (As being the most important things to know about your results) and use bolded text as long as there are new (unread/unopened) results in it

4f) Game lists. Please process old "View game to find result" games from the Current Games/Result list and marked them the same as the others (at least after one views them).

4g) Game lists. Please add a Tournaments tab.

4h)Game lists. Please add a Package info for the Singleplayer game list (beside the Name/Year/Complexity current ones), to allow us easily locate battles from a specific package/addon

4i)Game lists. Please add a Designer info for the Singleplayer game list (beside the Name/Year/Complexity current ones), to allow us easily locate battles from a specific scenario Designer (Slitherine/3rd Party)

5a) DAG. After saving an Army you are poped out in the pick expansion screen, when usually someone is creating more variants of the same nation and/or creating different nations but from the same pack armies. I'd suggest that the following Create Army screen buttons behaviour would be much better:
i) Save button should leave you in the same Create Army screen (the best) [or at most back to the current pack's armies list (acceptable)]
ii) Close button should lead you back to current pack's armies list

5b) DAG. Please let us use custom made army lists, both for singleplayer/multiplayer (as there are many FoG tabletop addons which are not intended to be transposed into digital FoG, preventing us playing lots of interesting armies (like eary republican roman for the conquest of italy period, etc). You can block them as soon as a new addon is planned/announced/released, so that they can only be played then if you buy the addon including them (as at that point you can buy them).

5c) DAG. Please allow us to set different AP's for AI/enemy and for ourselves (unbalanced matches to make up for one side playing better than the other)

5d) DAG. Please make the total number of currently of picked up units visible on the Create Army screen.

5e) DAG. Please add Delete and Rename buttons to the local saved DAG armies list screen.

6.1b) Engine. Movement. Please make the move path arrow sticky, ie give us a way to overcome the auto-recomputed optimised move path (when moving to certain hexes), sometimes we really don't need that optimised auto-computed short-path.

6.2a) Engine. Camera. Please make camera following current enemy's moving unit while replaying enemy's turn optional and improve it's behavior (fast camera movements from one corner of the map to another gives one a serious headache)

6.3a) Engine. Start Parameters. Please add a -multiplayer game start parameter, which should start the game directly to the Muliplayer -> Current Games -> My Turn screen (also auto-processing the Log in pop-up window - in case of a problem, the user name and password can still be changed via usual start up of the program)

6.4) Engine. Please add a windowed mode.

6.5) Engine. Please add a direct screenshots dumping into a screenshots folder (instead using Print Screen and pasting it to save into a 3rd party program).

7.1a) Interface. Options. Persistent Fog of War and Double Moves settings (like in once set, their state should be saved in the settings file, and be used as defaults each time a new game dialog is opened)

7.1b) Interface. Options. Please offer us an option to skip AI turns (see point 12).

7.1c) Interface. Options. Please save and use user's custom zoom status (to not have to constantly change zoom's status at each game's/turn's start)

7.1d) Interface. Options. Please save and use multiplayer user's default replay/no replay status (to not constantly having to press a button for this). Also provide a Replay button (which should be pressed at any multiple time during a turn)

7.1e) Interface. Options. Please start a multiplayer turn with chat closed (at this moment, in order to start playing a multiplayer turn, the user has to press 7 buttons!!!, which is totally un-acceptable for a PBEM based multiplayer game, in which the user constantly starts/closes the game). Also provide a Chat button (which should be pressed at any multiple times during a turn)

7.1f) Interface. Options. Please add an Auto-resolve locked combats (red arrow ones) still present on table at the end of current player's turn. As they are forced, the player can't have any kind of influence in them, and they are only a matter of clicking.

7.2a) Interface. Saved Games. Please add the Delete and Rename buttons to the local Saved Games list screen

7.3a) Interface. Shortcuts. Please add Toggle All Icons on/off buttons.

7.3b) Interface. Shortcuts. Please addToggle/Cycle bsttlegroup basements keyboard shortcut.

7.3c) Interface. Shortcuts. Please add Toggle (visible) Leaders Command radius keyboard shortcut

7.3d) Interface. Shortcuts. Please add Toggle (visible) Enemy Leaders Command radius keyboard shortcut

7.3e) Interface. Shortcuts. Please add Toggle Chat keyboard shortcut

7.3f) interface. Shortcuts. Please add Play Replay keyboard shortcut

7.4a) Interface. GUI. Please add FoG/Double Moves state icons on GUI (in deployment phase I've ended up wondering if the current game had them on/off).

7.4b) Interface. GUI. Please add enemy player info in Accept a Challenge multiplayer list. Victories/Defeats or an ELO would do (to find matched opponents)

7.4c) Interface. GUI. Please add Go to DAG button in DAG multiplayer games select army list screen (like in allowing us to faster create a new army on the spot)

7.4d) Interface GUI. Please add a Resign button for a multiplayer games - Current Games tab (specially for Opponent's Turn section), so we can resign a game without having to wait our turn to come first.

7.5a) Interface. In-game. Please leave Change Facing action as the direct action on the mouse right click (as it was before adding the pick actions popup), and move the pick actions popup to a longer/hold mouse right click (as the Change Facing is an action widely used in a FoG game, and it would be annoying to keep pressing the mouse right click and then select change facing to be able to do it).

8a) Editor. Please allow all properties of a battlegroup to be editable (the dynamic properties like cohesion, unit strength, etc)

8b) Editor. Please make Battle Group Properties -> Fixed Properties -> Image Folder a list/drop down containing the names of all image folders (like the one from the bottom bar used to change the Units image folder for the current selected player). Put the list's current selection in an edit field above the list (to allow us insert a custom image folder name)

8c) Editor. Please make Battle Group Properties -> Fixed Properties -> Image ID a list containing the names of all images from the current BG's selected Image Folder (like the one from the bottom bar used to display the images for the current selected image folder for the current selected player). Put the list's current selection in an edit field above the list (to allow us insert a custom image name)

8d) Editor. Please add a Save Scenario As button.

8e) Editor. Please add a Delete Scenario button.

8f) Please allow DAG army list imports into a scenario.

9) Documentation. Please get the included help manual up to date.

10a) SysTray application. Please include it in an official patch, as it is a must tool for the multiplayer part of the game

10b) SysTray application. Please add a way to force it check the server for an updated My Turn list (as in after I've entered the game and played all my turns, then exit, the SysTray is still blinking until the next refresh which can be in as more as after another 5 mins, which is confusing)

10c) SysTray application. Please make it launch the FoG application at left click/double left click (and eventually move the current waiting turns to the right click menu if double left clicking on it it is not possible to be used for launching FoG), and with the 6.3a) -multiplayer game start parameter.

11a) Beta. Please remove the "Welcome to beta!" popup window which appears during loading (and pauses it!) of the game (it is annoying :( ) and add the BETA text next to Main Menu's displayed version number

11b) Beta. Please change the S_S name into SaS for the Swords and Scimitars addon in the Main Menu background.

Implemented:
----------------
4a) Game lists. Please let us sort/filter the single player and multiplayer gamme lists using various criteria (battle year, battle name, historical period, involved armies, complexity, and so on) [implemented in v1.3.6beta]
6.1a) Engine. Movement. Please mark the previous path of a multi paces move in a different color [implemented in v2.1.15beta]
Last edited by cothyso on Thu Nov 04, 2010 2:24 pm, edited 52 times in total.
cothyso
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Post by cothyso »

Updated and re-ordered.
EricS
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Post by EricS »

Thanks for these suggestions, you have made some good points.

As Immortal Fire is being released soon, we won't have time to introduce any of these changes in this beta cycle. We will bear them in mind for the future though.
lpgamble
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Post by lpgamble »

If I could suggest a total number of units in the DAG army selection screen
and a refresh of army numbers and losses after the camp has been looted popup.
cothyso
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Post by cothyso »

updated (added Editor 9a, 9b, 9c, 9d and 9e requests)
Morbio
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Post by Morbio »

I've read this list (I skipped over it previously because of the size of it! :lol:) and there are a lot of good suggestions there!
cothyso
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Post by cothyso »

Updated. As this is somewhat of a general interest, I wonder if it can be stickied, please. thank you.
cothyso
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Post by cothyso »

Maybe it's time, with the oncoming SaS beta, that at least some of the critical ones to be considered and added (many of them being simple things which can be done in a couple of hours at most):

3a) Game log. Please dump the Summary (console's) output of a game/multiplayer turn into a time-seed-generated-name log file (in order to not have them overwriting themselves), to can analyse the course of a game.

It only needs the text already prepared and sent to the Summary display window to be also added into a file. Half an hour programming.

The influence on helping the players understood and gameplay mechanisms and improve themselves is self evident.

1a) Replays system. Please add a full battle replay system. You already have the support, as we can see opponent's last turn, please just expand it into a full battle replay system, with the option to automatically save these replays at the end of the game.

It only needs the replay part of a turn which is stored into the currently game instance's structure sent via email from one player to another to be also stored locally in a file, and the replay system's loop extended to go through all turns, not only one. Four hours programming.

The outcome of an added replay system should be impressive, allowing a faster newcomers integration and advance (as they can watch the commented replays of some veteran players' games), improves documentation/help (as they can watch a commented demonstrative game), better marketing (AAR's, best games, etc) and so on.

4g) Game lists. Please add a Tournaments tab.

9) Documentation. Please get the included help manual up to date.

PS: renumbered, added 4g) and the new 9)
IainMcNeil
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Post by IainMcNeil »

I'm not saying those would not be good but that is probably days or weeks of work not hours :) and that's not counting testing & bug fixing. We're doing the things that give us best bang for buck and once S&S is out the way we'll review what is next. There are lots of things we'd like to do, it's just finding the time...
cothyso
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Post by cothyso »

well, the log dump should really not take more than half an hour. you already have everything in place (strings sent to console, a system of saving a log into a file - for the debug log), and any decent programmer could do it in 1 hour at most.

the replay system is the one I consider the most for FoG at this point, and it should be easily done in a day or two, with at most another additional couple of days for testing/bugfixing (but only if things would go horribly wrong, as again you already have in the code a replay system for the last turn, which works pretty fine).

at least give me the code, and I'll do it for you guys :D
IainMcNeil
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Post by IainMcNeil »

You're just going to have to trust us :)
cothyso
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Post by cothyso »

well, that's what I've did straight from the beginning, when I've bought the game and all packs. it's just that I'm impatient and kinda vocal, sometimes.. I told you I can work for you guys if you'd had any opening :P
cothyso
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Post by cothyso »

updated

- moved 4a) to implemented
- added 2.2f)
- added 4h) and 4i)
- added 7.4d) and 7.5a)
- added 11b)
peterb1201
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Post by peterb1201 »

(12) An iPhone and/or iPad client.

A guy can dream, can't he? :-)
Scutarii
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Post by Scutarii »

Add defensive terrain in editor, palisades are interesting to form fortifications and could add generic towers like the ones in Persian armies :wink:
maximvs
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Post by maximvs »

Scutarii wrote:Add defensive terrain in editor, palisades are interesting to form fortifications and could add generic towers like the ones in Persian armies :wink:
Assuming the defender would place a unit in this terrain, you'd need an option to stop the AI from moving it surely? Or the unit would just trundle off and do it's own thing ... I've always found it quite amusing/irritating when the AI's baggage moves across the map and attacks your army!
kujalar
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Bug with Line of sight while using fog of war

Post by kujalar »

I have tried to point this out earlier and now I am trying again.

Line of sight calculation is too simple.

Issue with line of sight:

for example,
Hills do not offer cover if your forces are behind a slope.

You can see every hex that is same level you are or lower unless there is higher hex between. This calculation is too simple and does not offer realistic line of sight.

other wishes
I wish for more terrain types and corrections for some unrealistic effects the current terrain system produces.

Biggest terrain plunder is with streams and swamps. They work well if both attacker and defender are in them but otherwise they just suck. If you have medium infantry crossing a canal and attacking a heavy infantry behind a canal on level terrain, your medium will beat the heavy infantry. The same happens if you cross swamp and fight the heavies trying to defend just behind the swamp.

where this comes up:
This is very well seen with my courtrai scenario where flemish troops are fighting behind canals.

I always thought these kind of terrain make it almost impossible to attack, but with this system these terrains do not work like this.

swamp effects the marathon if you try to make it historical.
You cannot make historical marathon, unless you put all persians as heavy infantry. Otherwise the persians should just rout to the swamps around the battlefield and shoot arrows from there. The marathon issued with the FOG does not contain any swamp and I do not wonder why. It makes the battlefield unrealistic but you can still fight with Greeks with some kind of a change for a victory.


A suggestion which would not require any dramatic changes to a terrain system:
Recovering from a disorder suffered from a bad terrain should not happen automatically(as it does now) when coming out from a bad terrain to a clear terrain.
so...
Crossing a swamp should distrupt a unit and make them exhausted, canals should also distrupt all units crossing them. Maybe the unit would remain in bad order after crossing these terrain, until they could take it to the clear terrain where regrouping is possible? So the pikes could wait 1 hex away (not adjacent) from a bad terrain and start meleeing the crossing units before they have a change to recover back to a good order.
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