Mainly UI/HQ questions
Posted: Wed Mar 24, 2021 11:45 am
Hi, I got a bunch of questions, hoping I could get at least some of them answered seeing that a new DLC has been announced. Also, can you get into the beta by per-purchasing or is it invite-only? I tried to edit these questions as much as I could and cut out most of my own opinions to improve the clarity, kind of.
UI
1. Can the „Turn required to capture“ stay shown or seen after having captured the objective.
2. Is there a way to know in advance what cards/specialists will be gained before capturing an objective?
3. Is it possible to make it more obvious which units belong to which HQ when highlighted, or even when not.
AI
4. Does it „know“ when one of your objectives is to „preserve armor“ because it piled on my armor if any of its steps/specialists were suppressed. It also seems it over-commits to retake an objective or cut your supply lines.
5. Does the AI knows results of a battle in advance (i.g. pre-calculates everything for the turn) or performs one action at a time.
HQs
6. Did you consider giving Panzer HQs ability to use all/some abilities after moving. They seem to be barely able to keep up with their units. I suppose map design can iron out this issue.
7. Any plans on „kampfgruppe“ unit merging and/or transferring them between HQs?
8. Are specialist steps/reinforcements allocated per mission or in some other way?
9. Can I see which HQs specifically will be used in which scenario/mission in advance?
10. I very much dislike the lack of HQ continuity in Blitzkrieg, especially as specialist steps are „wasted“ all over the place. And in some missions HQs seem useless (OKH / Balkans) after a couple of turns. Hoping this will change in Barbarossa (if HQ's are imported into it).
Other
11. I feel vaguely cheated when the game says that a unit will be available in the next mission – mainly infantry – only for them to arrive turn 3 or later as reinforcements – would've moved the specialist steps back to HQ if I knew this in advance.
12. Every missions still requires nice weather (restarts) turn 1 to achieve breakthrough (as it did in UoC1).
13. It would be nice if python errors would stop crashing my game randomly (easier to restart the scenario than report them).
14. The number signifying how many following missions a unit will appear – does it include alternative history scenarios?
Any answers will be greatly appreciated
UI
1. Can the „Turn required to capture“ stay shown or seen after having captured the objective.
2. Is there a way to know in advance what cards/specialists will be gained before capturing an objective?
3. Is it possible to make it more obvious which units belong to which HQ when highlighted, or even when not.
AI
4. Does it „know“ when one of your objectives is to „preserve armor“ because it piled on my armor if any of its steps/specialists were suppressed. It also seems it over-commits to retake an objective or cut your supply lines.
5. Does the AI knows results of a battle in advance (i.g. pre-calculates everything for the turn) or performs one action at a time.
HQs
6. Did you consider giving Panzer HQs ability to use all/some abilities after moving. They seem to be barely able to keep up with their units. I suppose map design can iron out this issue.
7. Any plans on „kampfgruppe“ unit merging and/or transferring them between HQs?
8. Are specialist steps/reinforcements allocated per mission or in some other way?
9. Can I see which HQs specifically will be used in which scenario/mission in advance?
10. I very much dislike the lack of HQ continuity in Blitzkrieg, especially as specialist steps are „wasted“ all over the place. And in some missions HQs seem useless (OKH / Balkans) after a couple of turns. Hoping this will change in Barbarossa (if HQ's are imported into it).
Other
11. I feel vaguely cheated when the game says that a unit will be available in the next mission – mainly infantry – only for them to arrive turn 3 or later as reinforcements – would've moved the specialist steps back to HQ if I knew this in advance.
12. Every missions still requires nice weather (restarts) turn 1 to achieve breakthrough (as it did in UoC1).
13. It would be nice if python errors would stop crashing my game randomly (easier to restart the scenario than report them).
14. The number signifying how many following missions a unit will appear – does it include alternative history scenarios?
Any answers will be greatly appreciated