[Panzer Korps] Feature-Wünsche

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6 Jahre 9 Monate her - 6 Jahre 9 Monate her #1 von fsx
Bitte nicht weitertragen.

Ich bitte, hier Featurewünsche für PanzerCorps enizutragen. Zu gegebener Zeit werden sie an die "Zielperson" weitergegeben.
Ideal als Sprache wäre russisch, englisch ist aber auch okay.
Letzte Änderung: 6 Jahre 9 Monate her von fsx.

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6 Jahre 9 Monate her #2 von fsx
http://www.slitherine.com/forum/viewtop ... 80#p333262 and followed posts
http://www.slitherine.com/forum/viewtop ... 26#p346026

Functions for scenario-/campaign-test
• reload equipment.pzeqp (cheat code) – could only available before starting new scenario (in an campaign)
• reload equipment.pzeqp (cheat code) with update of the parameters of core-units

Function for the scenario editor
• add trigger condition „select unit <unitname>“ for better tutorial-informations
• add messege box with yes-no-question (flag msg_yes or msg_no should be set after the decision)
• purchase-list fort he AI
• define targets (zones or units) for AI-units
• new cost column – one for purchase, one for replacement costs
• more than 32 transportation possibilities
• min and max kills column in the editor-screen for hero-definition (predefine heroes for an unit, min / max are the same as Hero<x>Min-/Maxkills for heroes in the gamerules.pzdat)
• global flags (for named ships - destroyed or not -> this ship or another is placed in the next scenario)
• using global flags in the campaign-file (make only one scenario with more/normal/less enemies – use the flag in the unit-trigger: for an unit only is available in „more enemies“ :if flag=“more“ as trigger condition for that unit)
• use different colors for DV / MV targets
• use a ground-tile with condition (to add fire, smoke, ruins to the „normal“ map)
• trait lowvis (low visibility – visibility like mines, but „normal“ units, could be used for partisans)
• unit filters in scenario editor: Axis core, Axis aux, Allies core, Allies aux
• Mark in scenario editor: unit with triggers, units with heroes
• List in scenario editor: units in the scenario type, position, trigger… (with access as on the map: shift-click or as an table to edit values)
because: core unit (axis - or allies) only used in single scenarios, not in an campaing (only in the 1st scenario)
it is difficult to see the units having triggers (looking at each unit with shift-click)


Game
• trait special (like bonus, but unit uses a core slot, it can be upgraded with other „special“ unit, has to be placed on an map)
Example: fighter, special abilities, should be upgraded later in the campaign, if the unit is lost, it is lost (no „random replacement“ like bonus units)
• more different replacements (normal, medium, elite)
• bonus for medals ( add some prestige at the scenario start or reduce replacement costs for such units)
• show difficulty level
• using more traits, also for the unit classes (the classes file has such an column)
o could capture cities / airfields …
• definition of weather conditions
• day/night with parameters (lower chance to hit, reduced sight…)

• units for repairing (building?) streets / railways

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6 Jahre 9 Monate her #3 von Gebirgsjäger
add unit names in the "production list"

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6 Jahre 9 Monate her - 6 Jahre 9 Monate her #4 von fsx
List of unitnames for each unit for axis (player) side - if the player buys an Tiger unit, the program gives the next unused name for the unit Tiger from the list

Using original files (strings.pzdat) only for the original version and add modfiles (strings.pzmod) only for the strings (equipment...) of an mod. pzmod files overwrite the pzdat items, if the key is defined in both files. Slitherine could change strings.pzdat in an update and the modder dont have to change there strings file.

Using IDs for the movement. not the position in movement file. If someone added movement types and slith also the modder has to change his files. If keys are used, it would work without changing the mod also after an slitherine update.

Clouds, mist. It should be a layer OVER the units.

Lsup / nosup not only for terrain types. Also in an Map. (perhaps: define zones and give zones traits, such traits overwrite the traits of terrain)

zones with trigger (like units with triggers).
Letzte Änderung: 6 Jahre 9 Monate her von fsx.

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6 Jahre 9 Monate her #5 von Riko
die möglichkeit, die nachrichten zu besprechen. bzw alles, wo texte im spiel auftauchen!

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6 Jahre 9 Monate her #6 von Riko
die KI fährt an küsten mit flachwasser, wo sie nicht entladen kann, somit bringt flachwasser die ki durcheinander,. die landngsboote stehen da dann rum

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6 Jahre 9 Monate her #7 von Riko
- kein nachschub auf bestimmten gebieten
- mehrfachschuß vielleicht

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6 Jahre 9 Monate her #8 von Andreas
A possibility to select certain tiles which should be mixed when marking the surface of the map with forest / city / mountains and so on.

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6 Jahre 9 Monate her #9 von fsx
* add possibility to use video and audio in html (Message-boxes, briefing, newturn, deploy..)

* not shoot over some terrain types (as an terrain-trait like lowsup.. - ari now could shoot over high mountains)
* use (animated) GIF for graphics (tiles, units), not only png. For tiles: define one/two (new) layer for using animated gif.
* lowfuel and lowammo icon: it should be possible to switch off the auto-adjust-function
* UNDO in scenario editor (or autosave for the last x changes)
* report-functios in PC (export a CSV-file with the (core) units and all of its parameters: name, experiance, kills.... or show it in the game)

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6 Jahre 9 Monate her #10 von fsx
trigger action "remove unit <unitname> from map" and "replace unit <unitname> with <unittype>" for update an unit like bf109 to fw190 or special actions (if unit reached a repair station - trigger should replace the damaged unit.)

* new column in equipment file for switch units: terrain needed for switch. If a unit could switch only in a defined place, the new column gives the terrain ID's. Example: An ground-unit could only switch to an air unit on airfields, but return to ground on all terrains (the unit could move on, like only land, not on water). For the first switch, add terrain "airfield" in the new column. for the switch back, the column is empty.
OR define traits (like transport traits) for terrains to define switch-terrains. If the idea with zones with traits is realized, we could use it for Marinekommando (DMP-Mod Ostfront) . Define a zone wher the marinekommando could enter the cost an only there it can be switched from water to ground type and back.

* new parameter for transport-units. Now, the unit is in normal mode, if a new turn begins. But if I define a water-transport-unit, like a boat, and give it to infantery, at the begin of the next turn the infantery could placed in water hexes. The parameter should say "at the egin of a new turn, the unit left in transport-unit or not".
OR check at the begin of each turn, if the unit could use the terrain or not

* a new line in unit.png for the picture in the unitlists or unitdetails. Problem: 2 or 3 lines: use as it is now, 4 lines (3th could be empty) - png with the added pic for unitlistst)

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