Red and green not accurate

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willgamer
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Red and green not accurate

Post by willgamer »

Divisions that have appear to have used 3 of 4 action points display in a red hex; it should be green.

The APs remaining even displays as 1 and the units can definitely still attack!

Edited: I see, it seems to be just misleading. It's red because there is no additional hex that can be moved into with just 1 AP remaining.

That's a problem because then I can't use red/green to see if a unit can move into a hex and still attack. I need to have the AP remaining turned on and it makes the display too busy.

Suggestion: make red show just hexes that can be reached with 0 AP remaining, else green.

Suggestion: Eliminate the "AP's left" text. We all know the number means that without the text in a dozen hexes [;)]
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Bleck
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RE: Red and green not accurate

Post by Bleck »

Is the idea of three colors (instead just blue and red) is ok? I think that we could do something like that.
Eliminate the "AP's left" text
Also can be done.


Of course we have to discuss it first. And it will be nice to hear opinions of other players.
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Wolfe1759
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RE: Red and green not accurate

Post by Wolfe1759 »

I think thats just answered a couple of questions I had

1. I thought that a red hex meant that you couldn't attack from there - from the above I now assume that this isn't the case

2. How many APs is an attack - again from the above I assume that it is 1AP per attack

Agree with both of the suggestions as well
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willgamer
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RE: Red and green not accurate

Post by willgamer »

ORIGINAL: Bleck

Is the idea of three colors (instead just blue and red) is ok? I think that we could do something like that.

I guess it would be O'K, but I don't see how that would be useful.

The hexes that are colored already serve to indicate the limits of movement; the only info that then needs to be displayed is whether the unit can still attack (i.e. has AP>0).

What additional actionable info would a third color provide?
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Bleck
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RE: Red and green not accurate

Post by Bleck »

1. I thought that a red hex meant that you couldn't attack from there - from the above I now assume that this isn't the case
Green ones indicates that you can attack from there and still have AP to move.
Red ones - rest (just move to or move to and attack)
2. How many APs is an attack - again from the above I assume that it is 1AP per attack
Yep, as I remember it is always 1AP. If case I am wrong doomtrader will correct me ;)
What additional actionable info would a third color provide?
As I wrote before: "Red ones - rest (just move to or move to and attack)". New color (lets say yellow) will break that "or" , so that:
Yellow - you can attack from there once, but nothing more after that (AP=1)
Red- you can't attack from there (AP=0)

Of course those highlights can be changed (they are in others.png) into some sort of icons or whatever you want ;)




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Wolfe1759
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RE: Red and green not accurate

Post by Wolfe1759 »

Thanks for the clarification

I like the idea of a Green/Yellow/Red (traffic light) system
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RE: Red and green not accurate

Post by willgamer »

ORIGINAL: Bleck

As I wrote before: "Red ones - rest (just move to or move to and attack)". New color (lets say yellow) will break that "or" , so that:
Yellow - you can attack from there once, but nothing more after that (AP=1)
Red- you can't attack from there (AP=0)

Let's review the bidding thus far:

ToW as it's now coded- AP>1 then green; AP=1 then red;__ AP=0 then red

Willgamer---------------- AP>1 then green; AP=1 then green; AP=0 then red

Bleck---------------------- AP>1 then green; AP=1 then yellow; AP=0 then red.


So, the discussion is exclusively about how AP=1 should be indicated.

I would argue that, since since the hexes that could be moved into are colored, yellow adds nothing to what we already know. Therefore using just 2 colors (and recoding AP=1 to green) is easier to interpret.

Please help me understand how adding yellow could affect my game play decision making.
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Wolfe1759
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RE: Red and green not accurate

Post by Wolfe1759 »

On the whole I think I agree with willgamer

When I select a unit the key things I want to know are where can I move it to and where can I move it to and attack.

A display of Green (able to move to and attack from) and Red (can move to but not attack from) is probably the best way of representing this.

If I need more info that can come from enabling Show APs Remaning which I also agree is best shown as a single number
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RE: Red and green not accurate

Post by Uxbridge »

Just a quick note! Unless they have changed this from RTV, I'm rather certain that the cost to attack depends upon the current tactical level of the country concerned; i. e. not necessary 1. You can always attack if you have at least 1 AP remaining, however, regardless of anything else.
 
Suppose a country had a cost of 3 AP to attack. A unit with 3 AP at the beginning of its turn, attacking immediately, would thus be prevented from moving after the attack. If the same unit used 2 of its AP to move before the attack, it would still be able to attack, since it still has 1 AP left. 
 
Don't know how this affects your view on what should be displayed, but it might, knowing that the cost to attack isn't always 1. 
 
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RE: Red and green not accurate

Post by doomtrader »

Just a quick note! Unless they have changed this from RTV, I'm rather certain that the cost to attack depends upon the current tactical level of the country concerned; i. e. not necessary 1. You can always attack if you have at least 1 AP remaining, however, regardless of anything else.
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RE: Red and green not accurate

Post by dooya »

ORIGINAL: willgamer
[...]Suggestion: Eliminate the "AP's left" text. We all know the number means that without the text in a dozen hexes [;)]
The display of AP left can be turned off in the preferences or via hotkey (hit F1 to see a list of hotkeys).
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Bleck
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RE: Red and green not accurate

Post by Bleck »

Yes, but the idea is to remove "AP's left" and leave only the number [;)]
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RE: Red and green not accurate

Post by dooya »

ORIGINAL: Bleck

Yes, but the idea is to remove "AP's left" and leave only the number [;)]
Yes, that makes sense. Ups. [:)]
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