Hex coordinates

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littleike
Posts: 200
Joined: Wed Oct 03, 2007 10:25 am

Hex coordinates

Post by littleike »

I post this question here. (If this is not the correct thread i apologize). [:)]

As a new customer of witp AE i read all the possible posts about this game before buy it.
I read that this game is much wider than WITP and that a new user would be probabily better to begin familiarize itself with old witp before the big jump to AE.

So! (convinced also from the discount) i bought WITP and i begun to install, read, and sniff and snuff everywhere. After a few days of uh, oh and mumble, grumble, i read a post where someone recommended to a new user of witp to begin to familiarize itself with it starting from the more simple "Uncommon valor", game from which witp derived.

So!! (convinced also from the discount) i bought Uncommon Valor too and mounted it.
After a few days of uh, oh and mumble grumble, i was very intrigued from the structure of this games and i was very glad to have pratically the same game structure with whom to play from the simplest rule to the heaviest. But next, more the game was intriguing me, more i begun to think to wipt AE, to its edition, and to regret to have not buyed it (the offer was going to expire!! and the game was surely a vast improvement....and the collector edition come with a big fat manual...and all witp people will probabily go to migrate on this release...)

So!!! (convinced also from the discount for the owners of witp) i buyed also the WITP AE digital plus phisical edition, i downloaded the software and i now i have all the three products installed on my pc actually waiting for the final post-package.

Submerged from tons of documentation while waiting for the final stuff i begun to read the uncommon valor tutorial and try to reply it. I learned very soon to move myself trough the game interface but, playing the tutorial i noticed an issue (for me) present in all the version of the game relative to the identification of the hex coordinates.

Hoovering with the mouse over the map when i encounter an hex with a base (for exemple) i see its relative informations in a window, but in an empty hex i need to click with the right mouse button to know its coordinates. The situation become worse if i need to assign a specific destination hex to a TF or other component. When the TF window temporary close itself and wait for my choice, If i try to click with the right button on an hex to know his coordinates i simply return to the mask. If i press the left button that hex become the choose hex, and (if it is not the correct hex) i need to retry all the operation.

My question is:

Is there another way to accomplish this more simply than i am doing?
Is it possible in a future an implementation (of witp_AE) to see an empty hex coordinates window if the mouse rest for a defined amount of time on it as actually happens when i move it on an base or TF icon?)


Thanks all for my first question and good work.


PS: Looking for posts here and there i found a thread on a "War in the pacific" wich made me have a jump over the seat!!! Another one????

".......7 full size (22 x 34") strategic maps in full color, new tactical maps with nearly 338
individual islands for new ground units to fight over, 32 die-cut counter sheets, nearly 9,000 counters showing all types of units from the Pacific Theater, rule books, chart books and assorted displays and player aid charts.......by Jove!! $400 !!!!!!".

So!!!!(Convinced also from the discount...........hey, wait a moment.......Fortunatly for my finances i realized that this thread was about "Decision games- War in the Pacific " box monster turn based game. What a palpitation!! [:D]



Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
bspeer
Posts: 81
Joined: Fri Jun 09, 2006 9:40 pm
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RE: Hex coordinates

Post by bspeer »

Hey, the discount got me as well!  Well that and a review by Michael Peck in TSJ--- Ping!
bs

"That’s impossible! The Americans only know how to make razor blades." Hermann Göring
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