Combat Reporting
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- Posts: 1
- Joined: Thu May 30, 2024 9:37 am
Combat Reporting
First of all, love the games! I was a big fan of all the John Tiller games from Talonsoft and HPS back in the day, but switched to Apple products years ago and thus haven’t played until recently, courtesy of Parallels and running Windows 11 on my Mac Studio. I’ve re-started with the WDS Civil War series of games, and am wondering if there is a way of getting a detailed combat/activity report after each turn…specifically one that would tell you which units are out of command, out of supply, and disrupted/routed and why, as well as details of melee combat results, etc. This would seem to be both doable and desirable. Thoughts?
Re: Combat Reporting
This is quite an often requested feature which unfortunately does not seem to get the developer`s attention. At least I have that impression. I also chime in and would say this is the biggest QoL feature that WDS could implement into this fantastic game series... Especially when playing team based multiplayer games or big scenarios/high unit density scenarios it`s just not practical to watch all the replay. Especially as it even includes the movement behind Fog of War.
@WDS/Developers: I think you have it all in the engine so far what it would require in the backend - I had a look into the savegames and they include the replay raw data (e.g. "what happened where and what was the result"), so having a parser going through that and consolidating this information statically into a textual report (with maybe "jump to hex location" link, but that is already advanced) would totally suffice.
If your bottleneck is developer capacity it would maybe great if you could share an explanation of the savegame file structure so that maybe a community sourced/developed solution could do that parsing. I would be up for such a contribution.
Again, this would really make your games even more attractive and especially reduce the time needed to play it. I hope you give either option a thought.
Thank you!
@WDS/Developers: I think you have it all in the engine so far what it would require in the backend - I had a look into the savegames and they include the replay raw data (e.g. "what happened where and what was the result"), so having a parser going through that and consolidating this information statically into a textual report (with maybe "jump to hex location" link, but that is already advanced) would totally suffice.
If your bottleneck is developer capacity it would maybe great if you could share an explanation of the savegame file structure so that maybe a community sourced/developed solution could do that parsing. I would be up for such a contribution.
Again, this would really make your games even more attractive and especially reduce the time needed to play it. I hope you give either option a thought.

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- Posts: 1
- Joined: Mon Jul 22, 2024 7:09 am
Re: Combat Reporting
Hi Niki,
I created my account just now because I saw your reply. As a long-time player with multiple big team games, I very much agree with your statements. Sometimes it can take way too long to watch the replay. I do sometimes increase the speed quite a lot and then try to slow it down when something relevant happens. However, this can be quite finicky and makes me miss things. Additionally, with large scenarios, it's easy to just forget things as well. Something like you mentioned would be perfect.
I created my account just now because I saw your reply. As a long-time player with multiple big team games, I very much agree with your statements. Sometimes it can take way too long to watch the replay. I do sometimes increase the speed quite a lot and then try to slow it down when something relevant happens. However, this can be quite finicky and makes me miss things. Additionally, with large scenarios, it's easy to just forget things as well. Something like you mentioned would be perfect.
Re: Combat Reporting
+1niki_bel wrote: ↑Mon Jul 22, 2024 7:04 am This is quite an often requested feature which unfortunately does not seem to get the developer`s attention. At least I have that impression. I also chime in and would say this is the biggest QoL feature that WDS could implement into this fantastic game series... Especially when playing team based multiplayer games or big scenarios/high unit density scenarios it`s just not practical to watch all the replay. Especially as it even includes the movement behind Fog of War.
@WDS/Developers: I think you have it all in the engine so far what it would require in the backend - I had a look into the savegames and they include the replay raw data (e.g. "what happened where and what was the result"), so having a parser going through that and consolidating this information statically into a textual report (with maybe "jump to hex location" link, but that is already advanced) would totally suffice.
If your bottleneck is developer capacity it would maybe great if you could share an explanation of the savegame file structure so that maybe a community sourced/developed solution could do that parsing. I would be up for such a contribution.
Again, this would really make your games even more attractive and especially reduce the time needed to play it. I hope you give either option a thought.Thank you!
Re: Combat Reporting
I support this request, too!
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- Posts: 142
- Joined: Tue Jul 12, 2022 4:03 pm
Re: Combat Reporting
Sounds like a good idea.
Re: Combat Reporting
I can dig it.