feedback, initial

Moderators: Hubert Cater, BillRunacre

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solipsismMatrix
Posts: 55
Joined: Fri Dec 13, 2013 4:34 pm

feedback, initial

Post by solipsismMatrix »

launch:
installation was painless, launch quick, looks good.

I could live without the "buy stuff" splashscreen.

5 min:
Hexes! Heaven.
learning curve minimal (I've played SC before)
Good graphics - in particular the frontline graphics, great. Easy to see what's going on (middle-aged eyes, but with reading glasses)

30 min:
suggestions:
let's have the mini-map show territory - axis / allied / neutral
can't find a way to do extended movement with "forced march", so movement is slow
in the highest map view, no blinking markers for units that can still act / haven't acted - update, sometimes they blink.
Upgradable and reinforcable units show even when they can’t be upgraded / reinforced because of movement or proximity.
Good stuff:
more good graphics. The spotting range indications are good, "stormy seas" look good, etc.

1 hour:
scrolling by dragging is laggy, compared to smooth edge-of-screen scrolling
I'd still like to select multiple units (perhaps by lasso) and upgrade / reinforce en masse
Apparently... no stacking :(
teleportation ocean hexes are still there. Pah. Just allow a unit, any unit, to have an "end point for movement" set, then the AI can move it each turn until counter-manded or the destination reached. Simplifies gameplay while being much more realistic than teleporting straight past a screen of subs etc.


Sea movement is good. Watching the wiggle on east-west movement is amusing :)
rain graphics are good.
music is okay. sound effects the same- most or all(?) are recycled
it's performing well enough, could be faster in calculating turns (e.g., supply).
Research screen is good, quick to see. Limit of two points seems okay.
It's working cleanly on my two-screen system.
Invading Norway auto-magically is fine by me,and has a historical feel to it.
Auto-retreat of sea vessels is good. Was it there before, outside of subs?




n0kn0k
Posts: 490
Joined: Fri Jun 22, 2007 10:59 pm

RE: feedback, initial

Post by n0kn0k »

can't find a way to do extended movement with "forced march", so movement is slow

I believe you need to doubleclick the unit.
It doesn't Always work for me, so i guess there is some sort of a requirement in readines or something.
scrolling by dragging is laggy, compared to smooth edge-of-screen scrolling

This is due to the way it works. It moves 2 hexes at a time, and feels a bit disconnected.
It has to do witht he way the engine renders the map, and is not an "easy fix" according to Hubert.
I'd still like to select multiple units (perhaps by lasso) and upgrade / reinforce en masse

Not implemented yet. But the buttons are there already on the right bottom side.
solipsismMatrix
Posts: 55
Joined: Fri Dec 13, 2013 4:34 pm

RE: feedback, initial

Post by solipsismMatrix »

ORIGINAL: n0kn0k
can't find a way to do extended movement with "forced march", so movement is slow

I believe you need to doubleclick the unit.
It doesn't Always work for me, so i guess there is some sort of a requirement in readines or something.
Brilliant, thanks. Works fine. Yes, readiness and/or contact with the enemy.

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BillRunacre
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RE: feedback, initial

Post by BillRunacre »

Hi

Teleportation ocean hexes are still there.

They are, but only for getting to locations that require going off the edge of the map, or for passing through Gibraltar as Axis.

Auto-retreat of sea vessels is good. Was it there before, outside of subs?

No, the options for retreating in the Editor have been greatly expanded, so different % chances can be set by unit type.

Additionally, for land/air units, the chance of retreating can also be dependent on the hex type they are occupying, i.e. land units can be set to be much less likely to retreat from an urban area or Fortification, rather than when in the open. [:)]

Bill
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Ason
Posts: 368
Joined: Fri Nov 29, 2013 11:14 am

RE: feedback, initial

Post by Ason »

Maybe you an set the teleportation hexes on the edge of the screen (if they aren't already), so you would actually have to go across the map to the edge you need in order to get to a certain location.
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Hubert Cater
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RE: feedback, initial

Post by Hubert Cater »

ORIGINAL: Mrslobodan

Maybe you an set the teleportation hexes on the edge of the screen (if they aren't already), so you would actually have to go across the map to the edge you need in order to get to a certain location.

If I've understood correctly, this is exactly what we have now.
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xwormwood
Posts: 898
Joined: Mon Aug 28, 2000 8:00 am
Location: Bremen, Germany

RE: feedback, initial

Post by xwormwood »

Correct, and THANK YOU SO VERY MUCH for that!
[:)][&o][&o][:)]
"You will be dead, so long as you refuse to die" (George MacDonald)
solipsismMatrix
Posts: 55
Joined: Fri Dec 13, 2013 4:34 pm

RE: feedback, initial

Post by solipsismMatrix »

ORIGINAL: Bill Runacre

Hi

Teleportation ocean hexes are still there.

They are, but only for getting to locations that require going off the edge of the map, or for passing through Gibraltar as Axis.
Bill, thanks for that. A much-welcomed change!
n0kn0k
Posts: 490
Joined: Fri Jun 22, 2007 10:59 pm

RE: feedback, initial

Post by n0kn0k »

ORIGINAL: solipsismMatrix

30 min:
suggestions:
in the highest map view, no blinking markers for units that can still act / haven't acted - update, sometimes they blink.
Upgradable and reinforcable units show even when they can’t be upgraded / reinforced because of movement or proximity.

I've found out what causes the blinking icons to stop working.
The icons stop blinking as soon as you select a unit that can still move.
This works both unzoomed as well as all the way zoomed in.
Just deselect your unit to get the blinking back.
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