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  #11  
Old September 24th, 2022, 07:50 AM

miq miq is offline
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Default Re: Possible ideas for next patch

My suggestions to improve playability without touching game mechanics:

Third setting for artillery animation: fast for rocket artillery, slow for everything else.

Another key shortcut (shift-t for example) to immediately cycle to enemy target having best hit %.
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  #12  
Old September 24th, 2022, 11:30 AM

Dion Dion is offline
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Default Re: Possible ideas for next patch

I would like to see a list of all units in a stack too, especially when there is unlimited stacking per hex. The unlimited stacking per hex rule doesn't bother me much, in-fact I think it's a good rule because you are able choose what type of troops you wish to advance, which works good when you have multiple types of units in a hex, plus it allows you to move right up to the front in terrain that provides cover. It's unrealistic only when you move in terrain that doesn't provide cover. I guess you could have different stacking limits based on each different terrain type.

Last edited by Dion; September 24th, 2022 at 11:58 AM..
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  #13  
Old September 24th, 2022, 02:25 PM
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Default Re: Possible ideas for next patch

There already is a list of your units in the same hex with the currently selected unit's button at the top of the list. It was added in version 13, as a feature for full game holders.

Search the game help for
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WinSPMBT version 13.0 Consolidation patch ( Released as WinSPMBT version 10.0 - version 13.0 ) - March 2019
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Units In Hex feature
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  #14  
Old September 24th, 2022, 02:44 PM

Dion Dion is offline
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Default Re: Possible ideas for next patch

Oh ya, I forgot about that. Though, from memory, all the units in a hex ain't listed, limited by the amount of screen space available. Though, it was big improvement compared to the way it was.
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  #15  
Old March 11th, 2023, 09:25 AM
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Default Re: Possible ideas for next patch

Sorry to be so late to this discussion. I have a suggestion regarding transport helos... it would be nice when designing a game to designate a certain area for helos to land to unload. Right now the AI picks the best spot, which normally differs from where I'd like them to land. I know there are criteria the AI looks for and I've tried to implement those but it doesn't work that well (at least when I try it).

This may not be feasible but I thought I'd toss it out there.
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