UI Suggestion
Moderator: Shannon V. OKeets
UI Suggestion
Looking at the screenshots, everything looks like there is only one unit per hex. Then I remember to look for the little number that says how many units are in the hex.
How about adding a little trim along the left and lower side of the counter when there's more than one unit? Maybe a trim for each additional unit, so a stack of three units would have two additional lines along the left and lower side of the counter.
That's how it looks when you're playing the board game. You can see the top unit, and you can see the edges of what's underneath, so you can see which hexes have more than a single unit, and can spot the big stacks easier.
Just a suggestion - I think it would be quite satisfying to the player if it's possible.
How about adding a little trim along the left and lower side of the counter when there's more than one unit? Maybe a trim for each additional unit, so a stack of three units would have two additional lines along the left and lower side of the counter.
That's how it looks when you're playing the board game. You can see the top unit, and you can see the edges of what's underneath, so you can see which hexes have more than a single unit, and can spot the big stacks easier.
Just a suggestion - I think it would be quite satisfying to the player if it's possible.
RE: UI Suggestion
ORIGINAL: vollman
Looking at the screenshots, everything looks like there is only one unit per hex. Then I remember to look for the little number that says how many units are in the hex.
How about adding a little trim along the left and lower side of the counter when there's more than one unit? Maybe a trim for each additional unit, so a stack of three units would have two additional lines along the left and lower side of the counter.
That's how it looks when you're playing the board game. You can see the top unit, and you can see the edges of what's underneath, so you can see which hexes have more than a single unit, and can spot the big stacks easier.
Just a suggestion - I think it would be quite satisfying to the player if it's possible.
This subject was brought already, see this thread : tm.asp?m=2147250
Michel Desjardins,
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
- Grapeshot Bob
- Posts: 222
- Joined: Sun Dec 16, 2007 8:35 pm
- Location: Canada
RE: UI Suggestion
ORIGINAL: vollman
Looking at the screenshots, everything looks like there is only one unit per hex. Then I remember to look for the little number that says how many units are in the hex.
How about adding a little trim along the left and lower side of the counter when there's more than one unit? Maybe a trim for each additional unit, so a stack of three units would have two additional lines along the left and lower side of the counter.
That's how it looks when you're playing the board game. You can see the top unit, and you can see the edges of what's underneath, so you can see which hexes have more than a single unit, and can spot the big stacks easier.
Just a suggestion - I think it would be quite satisfying to the player if it's possible.
When you get used to it, the current way works pretty well. I am a beta tester and it seems like second nature to look there after playing many games.
Mark
RE: UI Suggestion
ORIGINAL: vollman
Looking at the screenshots, everything looks like there is only one unit per hex. Then I remember to look for the little number that says how many units are in the hex.
How about adding a little trim along the left and lower side of the counter when there's more than one unit? Maybe a trim for each additional unit, so a stack of three units would have two additional lines along the left and lower side of the counter.
That's how it looks when you're playing the board game. You can see the top unit, and you can see the edges of what's underneath, so you can see which hexes have more than a single unit, and can spot the big stacks easier.
Just a suggestion - I think it would be quite satisfying to the player if it's possible.
Just wanted to post a picture of a naval base. The number if units in a stack can get quite big so a marking for each unit is not that practical.
I would have hated making this stack with real counters. [:D]

Picture of Yamamoto inspecting the Japanese Navy.
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: UI Suggestion
ORIGINAL: Orm
ORIGINAL: vollman
Looking at the screenshots, everything looks like there is only one unit per hex. Then I remember to look for the little number that says how many units are in the hex.
How about adding a little trim along the left and lower side of the counter when there's more than one unit? Maybe a trim for each additional unit, so a stack of three units would have two additional lines along the left and lower side of the counter.
That's how it looks when you're playing the board game. You can see the top unit, and you can see the edges of what's underneath, so you can see which hexes have more than a single unit, and can spot the big stacks easier.
Just a suggestion - I think it would be quite satisfying to the player if it's possible.
Just wanted to post a picture of a naval base. The number if units in a stack can get quite big so a marking for each unit is not that practical.
I would have hated making this stack with real counters. [:D]
Picture of Yamamoto inspecting the Japanese Navy.
It would have towered high over a jealous Mt. Fuji...!

- paulderynck
- Posts: 8475
- Joined: Sat Mar 24, 2007 5:27 pm
- Location: Canada
RE: UI Suggestion
[:)] Yuck, yuck - reminds me of us trying to play AH The Longest Day. The second time the stack of 18 counters tipped over and created the dreaded domino effect on three more big stacks [:@] - we called off the invasion and put the game away to gather dust forever.ORIGINAL: Orm
Just wanted to post a picture of a naval base. The number if units in a stack can get quite big so a marking for each unit is not that practical.
I would have hated making this stack with real counters. [:D]
Picture of Yamamoto inspecting the Japanese Navy.
Paul
RE: UI Suggestion
Holy Moly! 68 unit stack. And if you need to find and move 34th unit, it does not matter if you move forward/backward with unit selection. [:D] Forget Mt. Fiji, even Mount Everest is envious! [;)]
OK, it is a port so I assume that most units in stack are ships. But are land stacks also unilimited in size? If yes then I think it is slightly over the top. There should be some kind of stacking limitation. Not so low like in WWI for example, where stacking units is seriously limited (and annoying but that is an interface issue), but also not completly free for all, to avoid seriously dumb configurations on the battlefield.
OK, it is a port so I assume that most units in stack are ships. But are land stacks also unilimited in size? If yes then I think it is slightly over the top. There should be some kind of stacking limitation. Not so low like in WWI for example, where stacking units is seriously limited (and annoying but that is an interface issue), but also not completly free for all, to avoid seriously dumb configurations on the battlefield.
RE: UI Suggestion
Warspite1ORIGINAL: ypsylon
Holy Moly! 68 unit stack. And if you need to find and move 34th unit, it does not matter if you move forward/backward with unit selection. [:D] Forget Mt. Fiji, even Mount Everest is envious! [;)]
OK, it is a port so I assume that most units in stack are ships. But are land stacks also unilimited in size? If yes then I think it is slightly over the top. There should be some kind of stacking limitation. Not so low like in WWI for example, where stacking units is seriously limited (and annoying but that is an interface issue), but also not completly free for all, to avoid seriously dumb configurations on the battlefield.
Both land and air units (depending upon terrain type) have a limited stacking capability - ships too have limits unless in a major port.
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
RE: UI Suggestion
Thank you for clarification.[:)]
RE: UI Suggestion
ORIGINAL: ypsylon
Holy Moly! 68 unit stack. And if you need to find and move 34th unit, it does not matter if you move forward/backward with unit selection. [:D] Forget Mt. Fiji, even Mount Everest is envious! [;)]
OK, it is a port so I assume that most units in stack are ships. But are land stacks also unilimited in size? If yes then I think it is slightly over the top. There should be some kind of stacking limitation. Not so low like in WWI for example, where stacking units is seriously limited (and annoying but that is an interface issue), but also not completly free for all, to avoid seriously dumb configurations on the battlefield.
The maximum number of land units in a hex is 3; 2 corps/armies plus 1 division/brigade.
The maximum number of aircraft units in a hex is 4, often it is less.
Up to 4 naval units may stack in a minor port and unlimited number of naval units in a major port.
I had only Land (3) and Naval (alot) units in Tokyo so I could have moved in 4 AC for a grand total of 72 units in that hex. Even more if I did not have the convoys at sea.
That picture is actually how I had set up Japan for Global War.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
RE: UI Suggestion
Tipping Stacks ?
First thing we do, is to punch out the chits, and bundle them with clear tape, twice each way, then bluetac them on to wherever they have to go.
Works wonders, though, for SCS and CV's of more than 4 or so, we use the task force map thingy, and like Japan at start, there is one task force, Tokyo Harbour [:)]
First thing we do, is to punch out the chits, and bundle them with clear tape, twice each way, then bluetac them on to wherever they have to go.
Works wonders, though, for SCS and CV's of more than 4 or so, we use the task force map thingy, and like Japan at start, there is one task force, Tokyo Harbour [:)]
Gott weiss ich will kein Engel sein.