A couple of UI suggestions

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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PKH
Posts: 242
Joined: Thu Nov 17, 2011 5:26 pm

A couple of UI suggestions

Post by PKH »

I've only played a couple of hours, and I like it so far. I've noticed a couple of things which I think be nice to have:

- Ability to drag the map with the left or right mouse button.
- Ability to move a stack in one operation (not only within the same group).
- Ability to display the total hard and soft attack and defense values for a stack, and estimates for the enemy stacks based on recon.
- A keyboard shortcut to the HQ for a unit.
- Ability to play cards on a unit by selecting a unit, and having available cards from the hq's of that unit displayed.
- Ability to add a stack to an attack by one select and click.

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Vic
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RE: A couple of UI suggestions

Post by Vic »

@PKH,

Thank for the feedback. Making notes.

Just in case you didnt know:
-you can click on the HQ name of selected unit to go there directly
-you can click on a unit and press space to select/deselect it for attack

best,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
PKH
Posts: 242
Joined: Thu Nov 17, 2011 5:26 pm

RE: A couple of UI suggestions

Post by PKH »

After playing some more, I find that I don't look at the combat value at all, so I don't think that hard and soft values are as important as it seemed when I started playing. Pretty much I just use the small icons which shows all units in the hex and look at integrity and entrenchment to judge the likelyhood of a successful attack.

I do use space to add and remove units for an attack as you said, and find that to be the most effective way, especially with all icons visible.

Another thing which has caused some unintentional moves for me is that the artillery range overlay is the same color as the movement overlay. I think the artillery range could use another color.


James Ward
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RE: A couple of UI suggestions

Post by James Ward »

Integrity and readiness are what I look at when attacking. If both are low you have a real good chance of a big win.
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