Bug with HOTKEY!
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- Posts: 32
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Bug with HOTKEY!
The manual 6.1.2 clearly state Pressing (N) or (+) will select next unit that can act. But I tested this, it does not work, all it does is cycles through every unit. This is a terrible bug, because for large scenarios we need a way to find unit that have not been selected, hence idle unit button!!!!
- larryfulkerson
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RE: Bug with HOTKEY!
My workaround is to open the OOB and look for those units that still have MP's left and can therefore move. As soon as I don't have any units to move the turn is over.The manual 6.1.2 clearly state Pressing (N) or (+) will select next unit that can act. But I tested this, it does not work, all it does is cycles through every unit. This is a terrible bug, because for large scenarios we need a way to find unit that have not been selected, hence idle unit button!!!!
Trump's UN Speech Went Full DEMENTIA! - ft. Christopher Hitchens
https://www.youtube.com/watch?v=OTTiuJZeS0Q
https://www.youtube.com/watch?v=OTTiuJZeS0Q
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RE: Bug with HOTKEY!
ORIGINAL: larryfulkerson
My workaround is to open the OOB and look for those units that still have MP's left and can therefore move. As soon as I don't have any units to move the turn is over.The manual 6.1.2 clearly state Pressing (N) or (+) will select next unit that can act. But I tested this, it does not work, all it does is cycles through every unit. This is a terrible bug, because for large scenarios we need a way to find unit that have not been selected, hence idle unit button!!!!
what you suggested only works for very small or medium sized scenario, but if we are talking about 1000 or more counter scenarios this is not practical! I can't believe the operation art of war community is taking so much crap from the developers. We must demand a better UI!
- larryfulkerson
- Posts: 42778
- Joined: Sat Apr 16, 2005 9:06 pm
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RE: Bug with HOTKEY!
There's a back story that you're not aware of. The Beta Testing team, um....some of us are having health problems, heart attacks, etc. The output of the team isn't the greatest it's ever been. I could tell you more but then I'd have to kill you.I can't believe the operation art of war community is taking so much crap from the developers.
Trump's UN Speech Went Full DEMENTIA! - ft. Christopher Hitchens
https://www.youtube.com/watch?v=OTTiuJZeS0Q
https://www.youtube.com/watch?v=OTTiuJZeS0Q
RE: Bug with HOTKEY!
ORIGINAL: Iamstrategygame
ORIGINAL: larryfulkerson
My workaround is to open the OOB and look for those units that still have MP's left and can therefore move. As soon as I don't have any units to move the turn is over.The manual 6.1.2 clearly state Pressing (N) or (+) will select next unit that can act. But I tested this, it does not work, all it does is cycles through every unit. This is a terrible bug, because for large scenarios we need a way to find unit that have not been selected, hence idle unit button!!!!
what you suggested only works for very small or medium sized scenario, but if we are talking about 1000 or more counter scenarios this is not practical! I can't believe the operation art of war community is taking so much crap from the developers. We must demand a better UI!
It isn't 'developers'. It is developer, singular. Anyone else is an unpaid volunteer. They need to change the manual to say the next unit and leave out the 'that can act'. Then it would be fixed. There are other places in the manual where things are stated incorrectly. These are not bugs just places in the manual that have never been fixed since 1998.
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
RE: Bug with HOTKEY!
I noticed this one too early on. Not a big issue but would be nice to actually have a difference between "next unit" and "next unit that can act".
I guess it's the problem with using only the old regulars for beta testing. They are so used to doing things one way, and so used to some things just being a certain way, they won't complain about things so it can be fixed before release.
And yes, the old grogs are usually of the "rivet-counters" variety, and not so much interested in UI and superficial improvements. Even when it can save a lot of time and might even save them from getting "mouse-arm"... but will create a massive fuss if the armour thickness on a PzkpfwIV is slightly wrong for the F2 variety made in December '43 [8|]
I guess it's the problem with using only the old regulars for beta testing. They are so used to doing things one way, and so used to some things just being a certain way, they won't complain about things so it can be fixed before release.
And yes, the old grogs are usually of the "rivet-counters" variety, and not so much interested in UI and superficial improvements. Even when it can save a lot of time and might even save them from getting "mouse-arm"... but will create a massive fuss if the armour thickness on a PzkpfwIV is slightly wrong for the F2 variety made in December '43 [8|]
OUW (Order of the Upgrade Wars)

There are folks out there with way too much time on their hands.
- Norm Koger

There are folks out there with way too much time on their hands.
- Norm Koger
RE: Bug with HOTKEY!
All units can always perform an act, so you would have to come up with parameters that can be handed to the code, and surely no one will agree on such parameters. And us old regulars on the Beta Team have the advantage of years of testings that you don't. This has taught us that for everything you change, one or more unintended things happen. This cannot be avoided when modifying a game from so years ago.would be nice to actually have a difference between "next unit" and "next unit that can act".
Also, several 'new' guys were added to the Beta Team in two batches well before the last official release. And further, us 'rivet-counters' would never bother Ralph with making some sort of technical change to an equipment. We use our own eqp files and make our own changes, for each scenario if so desired.
RE: Bug with HOTKEY!
ORIGINAL: Shadrach
I guess it's the problem with using only the old regulars for beta testing.
The old regulars have asked for changes in how the manual is worded. You see how much attention they paid. [:(]
It would be nice to have a way to dig in many units at once. I'm all for it. The problem arises when you try to determine how the game is supposed to know what the human wants done. It's easy to say I want I want I want. How would you do it?
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
RE: Bug with HOTKEY!
I am trying to keep track of these, and one day when I am laid up for a period of time I plan on compiling the Manual into an easier to understand text file. So for this one I have :changes in how the manual is worded
6.1.2. Using the KeyBoard
'N – Selects the next unit that can act.'
CHANGE TO:
N – Selects the next unit in the OOB and currently on map.
Of course, I've 'planned' on doing this for several years, but it is a huge job and quite boring, so ...
RE: Bug with HOTKEY!
ORIGINAL: sPzAbt653
I am trying to keep track of these, and one day when I am laid up for a period of time I plan on compiling the Manual into an easier to understand text file. So for this one I have :changes in how the manual is worded
6.1.2. Using the KeyBoard
'N – Selects the next unit that can act.'
CHANGE TO:
N – Selects the next unit in the OOB and currently on map.
Of course, I've 'planned' on doing this for several years, but it is a huge job and quite boring, so ...
Don't do today that which can be put off till tomorrow. The procrastinators credo. [;)]
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
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- Posts: 32
- Joined: Sat Mar 02, 2019 10:25 am
RE: Bug with HOTKEY!
ORIGINAL: Shadrach
I noticed this one too early on. Not a big issue but would be nice to actually have a difference between "next unit" and "next unit that can act".
I guess it's the problem with using only the old regulars for beta testing. They are so used to doing things one way, and so used to some things just being a certain way, they won't complain about things so it can be fixed before release.
And yes, the old grogs are usually of the "rivet-counters" variety, and not so much interested in UI and superficial improvements. Even when it can save a lot of time and might even save them from getting "mouse-arm"... but will create a massive fuss if the armour thickness on a PzkpfwIV is slightly wrong for the F2 variety made in December '43 [8|]
exactly, with any other game, the community would be up in angry protest and roar over not having a move idle unit button. As a matter of fact, every triple A title, I have ever played has had a move idle unit button, such as civilization series and total war series.
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- Posts: 32
- Joined: Sat Mar 02, 2019 10:25 am
RE: Bug with HOTKEY!
ORIGINAL: sPzAbt653
All units can always perform an act, so you would have to come up with parameters that can be handed to the code, and surely no one will agree on such parameters. And us old regulars on the Beta Team have the advantage of years of testings that you don't. This has taught us that for everything you change, one or more unintended things happen. This cannot be avoided when modifying a game from so years ago.would be nice to actually have a difference between "next unit" and "next unit that can act".
Also, several 'new' guys were added to the Beta Team in two batches well before the last official release. And further, us 'rivet-counters' would never bother Ralph with making some sort of technical change to an equipment. We use our own eqp files and make our own changes, for each scenario if so desired.
No! the move idle unit button is easy. Also it won't interfere with timestamp aspect of the game. Lets just put it this way, if a unit made any kind of action such as, move, digging in or tactical reserve and I mean any kind of action then he is considered moved for the current time stamp. And on the next time stamp all unit that can do action is consider idle again. How, hard can this be? I suspect the developers spent like 5 hours on TOAW 4 and now is just JOF on our money. Horrible oversight and this game have so much great potential!
RE: Bug with HOTKEY!
Exactly what do you mean by timestamp? That is something that is applied after a combat. I think you may be confused by what a timestamp is.
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
RE: Bug with HOTKEY!
Quite a few things you have said in several of your threads have damaged your credibility, but this statement tops it all off and ends my desire to help you.I suspect the developers spent like 5 hours on TOAW 4
RE: Bug with HOTKEY!
I use the [M] hotkey to cycle from combat strength to MP used/remaining. I can see at a glance those units that can move. And how far.ORIGINAL: Iamstrategygame
ORIGINAL: larryfulkerson
My workaround is to open the OOB and look for those units that still have MP's left and can therefore move. As soon as I don't have any units to move the turn is over.The manual 6.1.2 clearly state Pressing (N) or (+) will select next unit that can act. But I tested this, it does not work, all it does is cycles through every unit. This is a terrible bug, because for large scenarios we need a way to find unit that have not been selected, hence idle unit button!!!!
what you suggested only works for very small or medium sized scenario, but if we are talking about 1000 or more counter scenarios this is not practical! I can't believe the operation art of war community is taking so much crap from the developers. We must demand a better UI!
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Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.