How to make polls

What am I doing doing wrong in my polls?
It won’t let me post.


1 Like

I’m not sure but it looks like you’re missing a ’ at the end of the code name code (or have one at the start that shouldn’t be there).

Screenshot 2025-10-12 192911
Screenshot 2025-10-12 192902

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is it possible if you could screen shot a pic of how to properly complete the code?

1 Like

I haven’t looked at polls in a long time but try this instead of the “code-name-code” thing:

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Hrm, from your screenshot it does not look wrong for the names. Could you post the entire code for us in a “preformatted text” box? Hit the </> button at top, hover and it says “preformatted text”, or hit Ctrl+E:

This is how it will look in your edit window, paste your ENTIRE message where it says “type or paste code here”, deleting/copying over that text. Leave the 3x ` s above and below your entire pasted message.

image

Shows up as this so we can see everything before the forum “renders” your code: (You can even then put the entire thing within a spoiler to save thread space too 😉 )

type or paste code here

I had a similar issue with my poll earlier this year (showed that “without a name” or w/e error). I am comparing mine with his, I don’t see anything different. I can’t remember exactly what I did to get it to clear. It MIGHT have been adding more of the options (like public=true etc) but I would like to see all of his post’s code before suggesting anything specific.

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Today we are going to talk about the new T58.


First off, I bought this tank and played it many times. It is a really good tank but there are pros and cons to it.

Pro's: Insane reload, Insane gun pen, good turret rotation, and good armor and mobility for a heavy tank.
Con's: Bad gun elevation, really long replenish time,  unreliable hull armor, bad reverse speed,  big target, and no stab.

How to balance this tank? 
I think that to be historically accurate ASPOSSIBLE it should keep its 2.6 second reload because all of the other US oscillating turret designs had their reload nerft many times and I really don't want this tank to be nerft aswell. Also if you give it a 8 seconds reload you are also destroying the whole purpose why this tank was build in the first place. I personally think that its br is fine because of its pros and cons I stated above. BUT at the MAXIMUM br it would be placed should be no higher than 8.7 due to the darts that would destroy the T58.

So if you say the armor is very hard to pen you're kinda right. Do not hit the turret is my recommendation unless if you aim VERY carefully and even then its pretty sketchy. Aim for the hull. Play it like top tier, you can't pen most tanks in top tier at the turret so aim for the hull. 
Below are the places you would want to hit by using the most common tanks and rounds.

![Screenshot 2025-10-12 122833|1000x625](upload://flDxk98JaJBAZiOeVN59wW042Ee.png)
![Screenshot 2025-10-12 122926|1000x625](upload://xl4mhCmmX80pXEioFSheg08f3Mq.png)
![Screenshot 2025-10-12 123023|1000x625](upload://p4hCfxrhKEIh2n7F7I5qLXjfcz9.jpeg)

As you can see there are places to hit in the turret but to one shot it, aim for the hull where its ammo is stored to get an almost guarantee kill. 

So I also want to hear what your options are but here are some options you can vote on.

[poll type=regular results=always chartType=bar]
# Do you want its br to be increased?
* Yes
* No
[/poll]
[poll type=regular results=always chartType=bar]
# If yes what br?
* 8.3
* 8.7
* 9.0
[/poll]
[poll type=regular results=always chartType=bar]
# Do you want its reload to be increased?
* Yes
* No
[/poll]
[poll type=regular results=always chartType=bar]
# If yes, how much??
* 3 seconds
* 3-4 seconds
* 4-5 seconds
* 6 7 seconds?
* 8 seconds and above.
[/poll]



So in short, the T58 is an awesome tank and you should get it to grind US tech trees but if you should encounter one, aim for the hull to kill it or disable it than shoot its lower side. It should not have its reload increased because it kills the whole idea why the tank was made (to counter soviet heavies) or its armor nerft because its a heavy tank. And finally its Br is fine BUT if you really want a burning desire to increase its br, it should go no higher then 8.7.

Thank you for your time!

Also make sure you check some other of my posts!
https://forum.warthunder.com/t/russian-bias-in-2025/223951        ```
1 Like

PERFECT. Ok so I am checking everything, but here is the poll I made earlier this year: [Poll] with multiple options for the changes to Naval Battles

And here is the entire code that I used. It is QUITE long because I added a lot of extra info/links at the bottom, those parts do not matter for your poll code. But I just wanted give you the ENTIRE code of poll/thread anyway.

Give me a little bit here to reply again, need to AFK a few mins, and I will probably do some testing/creating a test poll in this thread with your code, and then my code to see if it reacts differently.

Please feel free to ask any questions about the extra code at the top of my poll, I personally 100% prefer the “public=true” option as it prevents “bad actors”/trolls from voting one way, and then trying to derail the thread by arguing for the side they didn’t vote for etc etc etc.

I also VERY much prefer the option “results=on_vote” (must vote first before seeing results) as it helps prevent players from being influenced by the current results, helps players think for themselves and come to their own conclusions instead of just dog piling onto whatever option is at the top/highest.

Multiple option poll for the current changes to Naval Battles, especially the changes to aiming for Naval Arcade battles. **Votes are public.** I plan on leaving this poll running indefinitely, at the very least until changes are made and/or reverted.

The only difference between Options #2 and #3 is to revert or keep the increased accuracy of AI botes *(**REVERTING** Naval Arcade aiming, but keeping all other changes)*.

Option #4 is for those who LIKE the new Naval Arcade aiming, but want to **ONLY REVERT** the increased accuracy of AI botes *(keeping all other changes)*.

[poll type=multiple results=on_vote min=1 max=1 public=true chartType=bar]
# **Should the changes to Naval Battles be reverted?** 
* #1 - Yes, **REVERT ALL** changes to Naval Battles.
* #2 - **ONLY** revert the changes to Arcade aiming, **including REVERTING the increased accuracy of AI botes.** *(And still keep the other changes detailed below.)*
* #3 - **ONLY** revert the changes to Arcade aiming, **BUT KEEP the increased accuracy of AI botes.** *(And still keep the other changes detailed below.)*
* #4 - **ONLY REVERT** the increased accuracy of AI controlled botes. But **KEEP** all other changes *(details below)* including the new Arcade Aiming.
* #5 - No, **KEEP ALL** changes to Naval Battles.
[/poll]

I voted for option #2: "**ONLY** revert the changes to Arcade aiming, **including REVERTING the increased accuracy of AI botes.** *(And still keep the other changes detailed below.)*" I like the changes detailed below, but I detest the increased AI bote accuracy, even more than I dislike the change to Arcade Aiming.

Details for the new **Naval Arcade aiming system**:

[details="Aiming Details"]
[quote="Stona_WT, post:1, topic:221524"]
**The aiming system in Arcade Battles has been changed.** Now, the required lead value is generated automatically, taking into account the parameters of the player’s ship and the target ship’s movement. When aiming at the desired part of an enemy ship, the gunners will independently determine these parameters and take the required lead. In addition to reducing the chance of an aiming error, this change makes shooting at long distances (and especially on opposite courses) better, as the target will no longer be outside of the player’s field of view. In addition to this, the shell impact point marker and the FCS calculation update progress bar have been disabled in AB, since with the new aiming system, these elements are no longer necessary.
[/quote]
[/details]


Details for **"Loss of Unsinkability Mechanic"**: 
[details="Unsinkability Details"]
[quote="Stona_WT, post:1, topic:221524"]
**The hulls of ships have had their strength** **mechanic** **returned, expanded and redesigned.** All other methods of destroying an enemy remain the same, with the addition of a way to destroy its hull to such an extent that unsinkability is lost:

* **Small and medium boats can be destroyed by the destruction of any of the hull sections.** If one section accumulates damage comparable to what is needed to destroy all the sections of the boat, this will cause enough destruction, not allowing it to maintain combat capability and structural integrity.
* **Large ships, from frigates to** **heavier ships** **, have been given a** **more** **complex system.** When several sections of the hull are completely destroyed, the ship loses its unsinkability and begins to take on water until it is completely flooded. At the same time, the end (i.e. first and last) sections do not participate in this system. Now you need to destroy three sections to start the fatal processes. The strength of the sections depends on the class and size of the ship. It is selected in such a way that their destruction does not become a quick and easy task and will not be the primary way of destroying the ship in other ways familiar to players.
* You can track the condition of your ship’s hull using the additional section in the ship DM panel at the bottom left. The combat-ready crew indicator has been moved to the top and a scale with segments has been added next to it. Each segment corresponds to a section of the hull.
* The enemy’s hull condition can be assessed using the same scale under the hit camera when the enemy is in the sights.
* Due to the addition of loss of unsinkability, the non-repairable holes mechanic has been disabled.
[/quote]
[/details]

Details for **"Torpedo Hydraulic Shock"**:
[details="Torpedo Details"]
[quote="Stona_WT, post:1, topic:221524"]
**Torpedoes and mines now have the effect of hydraulic shock on ship hulls.** Previously, torpedoes (mines) had an effect only by the force of the explosion of the torpedo’s explosive itself. We added the force of a hydraulic shock, the sphere of which also depends on the mass and type of explosive, as does the explosion. The destructive effect on the hull has now increased. At the same time, the chances of ammunition detonation, damage to modules and the crew remained the same. Note that this change directly echoes the loss of unsinkability as described above.
[/quote]
[/details]

Change to Naval SL & RP rewards for destroying AI controlled botes:
[details="SL & RP Details"]
[quote="Stona_WT, post:1, topic:221524"]
In Naval Battles, the reward in Silver Lions and Research Points for destroying AI-controlled ships (both “named” bots and mission AI) has been increased to the level of the reward for players. AI-controlled ships in Naval Battles do not differ much in their combat efficiency from players, and the reward for damaging them (the main source of income in Naval Battles) was already equal to the reward for damaging players. Therefore, now the rewards for damage and destruction (finishing off the target) will not depend on who controls the target ship — a player or an AI.
[/quote]
[/details]

EDIT: extra info screenshot. This is what the “public=true” option does, displays the profile icons of voters below what they voted for, and you can see their name and/or click into their profile with that icon:

image

1 Like
Do you want its br to be increased?
  • Yes
  • No
0 voters

OK, well that worked lol. Hrmmm

If yes what br?
  • 8.3
  • 8.7
  • 9.0
0 voters

yeah same with me

Lmao, but still doesn’t like if I try to paste your entire message. Looking through again.

1 Like
Successful test!

Today we are going to talk about the new T58.

First off, I bought this tank and played it many times. It is a really good tank but there are pros and cons to it.

Pro’s: Insane reload, Insane gun pen, good turret rotation, and good armor and mobility for a heavy tank.
Con’s: Bad gun elevation, really long replenish time, unreliable hull armor, bad reverse speed, big target, and no stab.

How to balance this tank?
I think that to be historically accurate ASPOSSIBLE it should keep its 2.6 second reload because all of the other US oscillating turret designs had their reload nerft many times and I really don’t want this tank to be nerft aswell. Also if you give it a 8 seconds reload you are also destroying the whole purpose why this tank was build in the first place. I personally think that its br is fine because of its pros and cons I stated above. BUT at the MAXIMUM br it would be placed should be no higher than 8.7 due to the darts that would destroy the T58.

So if you say the armor is very hard to pen you’re kinda right. Do not hit the turret is my recommendation unless if you aim VERY carefully and even then its pretty sketchy. Aim for the hull. Play it like top tier, you can’t pen most tanks in top tier at the turret so aim for the hull.
Below are the places you would want to hit by using the most common tanks and rounds.



As you can see there are places to hit in the turret but to one shot it, aim for the hull where its ammo is stored to get an almost guarantee kill.

So I also want to hear what your options are but here are some options you can vote on.

Do you want its br to be increased?
  • Yes
  • No
0 voters
If yes what br?
  • 8.3
  • 8.7
  • 9.0
0 voters
Do you want its reload to be increased?
  • Yes
  • No
0 voters
If yes, how much??
  • 3 seconds
  • 3-4 seconds
  • 4-5 seconds
  • 6 7 seconds?
  • 8 seconds and above.
0 voters
Spoiler to save space

So in short, the T58 is an awesome tank and you should get it to grind US tech trees but if you should encounter one, aim for the hull to kill it or disable it than shoot its lower side. It should not have its reload increased because it kills the whole idea why the tank was made (to counter soviet heavies) or its armor nerft because its a heavy tank. And finally its Br is fine BUT if you really want a burning desire to increase its br, it should go no higher then 8.7.

Thank you for your time!

Also make sure you check some other of my posts!
Russian Bias in 2025?

It let me post with one poll thats it

GOT IT! Sec. Ok, so EACH “name=” needs to be UNIQUE. I tried just pasting in your “# [name]” BUT it still didn’t like that some of them started with “Do…” so it has to be something different/unique, even at the start. You can mess around with that some, but the solution is use “name=[unique name]” 😄

[poll type=regular results=always chartType=bar name=#1]
# Do you want its br to be increased?
* Yes
* No
[/poll]

[poll type=regular results=always chartType=bar name=#2]
# If yes what br?
* 8.3
* 8.7
* 9.0
[/poll]

[poll type=regular results=always chartType=bar name=#3]
# Do you want its reload to be increased?
* Yes
* No
[/poll]

[poll type=regular results=always chartType=bar name=#4]
# If yes, how much??
* 3 seconds
* 3-4 seconds
* 4-5 seconds
* 6 7 seconds?
* 8 seconds and above.
[/poll]
1 Like

Okay thank you so much dude, I saw what you did and it worked. Thanks for your time and effort really appreciate it.

1 Like

You are welcome bro! I would def fully test in here before making your real poll/thread. Ping me again if you have any more questions, cheers!

EDIT: You could probably do something like “name=#1 Do you want its br to be increased?”, still probably a good idea to use the actual question in the “name=” field, not sure exactly how/what/why the forum uses that “name=”, so best to work the real name from each poll/vote in that field 🙂

1 Like

Final: this would be my suggestion using the extra options I described above:

[poll type=regular results=on_vote public=true chartType=bar name=#1 Do you want its br to be increased?]
# Do you want its br to be increased?
* Yes
* No
[/poll]
Do you want its br to be increased?
  • Yes
  • No
0 voters
1 Like