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RE: update?

Posted: Sat Mar 03, 2007 6:49 pm
by wolflars
ORIGINAL: ralphtrick

ORIGINAL: Veers

Ok, I'm a nice guy. I like what you guys have done for the game, and I like the crop circles...but, couldn't they have been drawn like hezes, instead of circles?

Image

It's just my opinion, but that would seem to be a little clearer...
Yes, but turn off the hex grid and add in escarpments, etc. and it gets muddier. I thought the hex version would be more accurate, but look at lot more 'gamey'.

Love the crop circles!!! better than crop hexagons? Well, since I play with grid off I prefer the circles. I only got to play 20 min or so with the new update, so far so good. I hit the "I" key and said 'whoa...cool' It is really helpful for planning, but I am a little unclear as to what the colors for the circles are, as I said I only got to play around with it for a few minutes so.....

RE: update?

Posted: Sat Mar 03, 2007 6:50 pm
by freeboy
the members area still is the one not working ffor me... thanks

RE: update?

Posted: Sat Mar 10, 2007 6:54 pm
by Veers
On the crop circles: The 'circle' does not appear to be drawn correctly, as well as being off centre.
Image
Is this also going to be fixed in the next update?
Further, is the crop circles option going to get its own button? It is a nice feature to have, but I'd love to see the units visible/invisible button go back to being just that again, sometime.

RE: update?

Posted: Sat Mar 10, 2007 7:09 pm
by JAMiAM
Wyatt, can you post two separate screenshots, please? The timing of the image switching doesn't give enough time to see what you're talking about before motion sickness sets in...[;)]

RE: update?

Posted: Sat Mar 10, 2007 7:09 pm
by rhinobones
ORIGINAL: Veers
On the crop circles: The 'circle' does not appear to be drawn correctly, as well as being off centre.

Is this also going to be fixed in the next update?

Don't think it really needs fixing.

Like artillery with a range of 1 hex, the crop circle counts the starting hex as 1. The last full hex in the example is actually hex number 12 and the 13th is any of the next three . . . that is, the shallow water hex directly above number 12, the next rail road hex and the mountain hex.

Regards, RhinoBones

RE: update?

Posted: Sat Mar 10, 2007 7:23 pm
by Veers
ORIGINAL: rhinobones

ORIGINAL: Veers
On the crop circles: The 'circle' does not appear to be drawn correctly, as well as being off centre.

Is this also going to be fixed in the next update?

Don't think it really needs fixing.

Like artillery with a range of 1 hex, the crop circle counts the starting hex as 1. The last full hex in the example is actually hex number 12 and the 13th is any of the next three . . . that is, the shallow water hex directly above number 12, the next rail road hex and the mountain hex.

Regards, RhinoBones
Naw, if that was true, Arty with a range of 1 wouldn't support anything outside of its own hex. And arty with range of two would only support stuff 1 hex away.
Unless you are refering to the first hex outside of a unit being hex 1, in which case you are correct and so is my picture.
@James: Working on it right now.

RE: update?

Posted: Sat Mar 10, 2007 7:38 pm
by Veers
Tada. Hopefully this better ilusrates what Im refering to. Now, it's not that I'm advocating crop hexes (ok, I am [:D]), but a crop circle that lies to me doesn't do me a lot of good. Not that I don't think the idea, itself, is bad. I love it, I just think it may need to be improved somewhat. :D
ImageSorry for the largeness of this pic.

RE: update?

Posted: Sat Mar 10, 2007 11:29 pm
by JAMiAM
Fricking server reset caused me to lose the previous post...[:@][:o][:@]

Anyhow, I see what you're talking about, Wyatt. I agree that the DBR should be displayed as a hexagonal shape, as opposed to the circle. As the range becomes greater, so will the difference between the circle and the polygonal side midpoints, even if the circle is perfectly centered, and perfectly drawn - neither of which we current have being the case.

I prefer function over form, and in this case, though the circles look nicer, they are misleading in some respects. Personally, I don't really use them myself, since I always leave the hex grid on while playing, and look at the individual units so that I know the composition of them. It's rather useless to worry about the maximum range of a unit given that it might be set for that unit by a single (or even non-existent) piece of equipment. Especially when the majority of the unit's actual bombardment strength is at some other range.

What would be more useful, IMO, than the circles is a diplay of the strength of a ranged unit at its incremental ranges. Only the differentiating radii would need to be displayed, and that is usually only two or three increments in the vast majority of cases.

RE: update?

Posted: Sun Mar 11, 2007 12:59 am
by cbird
relax wildman....[X(]
ORIGINAL: freeboy

Sill unable to get p[atch, justtimes out.. goingon fifty tries now!

RE: update?

Posted: Sun Mar 11, 2007 5:19 am
by a white rabbit
..within the restricted area of the crop circle, any chance that the engine can be given the ability to recognise different heights of terrain, and not shoot over them ?..well, unless it's a mortar or similar...

RE: update?

Posted: Sun Mar 11, 2007 5:31 am
by Veers
That's more of a tactical detail. This is an operational game. And I think they should fix the current features before adding new ones.

RE: update?

Posted: Sun Mar 11, 2007 5:35 am
by Veers
ORIGINAL: JAMiAM

Fricking server reset caused me to lose the previous post...[:@][:o][:@]
Bummer.
Anyhow, I see what you're talking about, Wyatt. I agree that the DBR should be displayed as a hexagonal shape, as opposed to the circle. As the range becomes greater, so will the difference between the circle and the polygonal side midpoints, even if the circle is perfectly centered, and perfectly drawn - neither of which we current have being the case.
Agreed.
I prefer function over form, and in this case, though the circles look nicer, they are misleading in some respects. Personally, I don't really use them myself, since I always leave the hex grid on while playing, and look at the individual units so that I know the composition of them. It's rather useless to worry about the maximum range of a unit given that it might be set for that unit by a single (or even non-existent) piece of equipment. Especially when the majority of the unit's actual bombardment strength is at some other range.
I do as well, but once you play enough turns of a game you get to know which units are operating with eq that is at that max range (an air unit with only one type in it, for example). As well, when you know that a unit has range 13, but the eq of record inside only has 12 you can, or could, easily identify where the outer range is by using a corrected crop hexagon and subracting one from that displaed range.
What would be more useful, IMO, than the circles is a diplay of the strength of a ranged unit at its incremental ranges. Only the differentiating radii would need to be displayed, and that is usually only two or three increments in the vast majority of cases.
And this would really be the icing on the cake, making the system something to really be pround of.

RE: update?

Posted: Sun Mar 11, 2007 6:01 am
by a white rabbit
ORIGINAL: Veers

That's more of a tactical detail. This is an operational game. And I think they should fix the current features before adding new ones.

..depends how you consider ancient battles stretching over several kilometers..

..and why not add new features whilst fixing current ones ?..

RE: update?

Posted: Sun Mar 11, 2007 6:09 am
by Veers
ORIGINAL: a white rabbit
..depends how you consider ancient battles stretching over several kilometers..
Ancient battles were hardly fought with any sense of 'operational' in mind.

..and why not add new features whilst fixing current ones ?..
I suppose.

RE: update?

Posted: Sun Mar 11, 2007 6:21 am
by rhinobones
ORIGINAL: a white rabbit
. . . any chance that the engine can be given the ability to recognise different heights of terrain, and not shoot over them ?

This was brought to the the attention of the TOAW owners a long time ago . . . This was brought to the the attention of the TOAW owners a long time ago . . . This was brought to the the attention of the TOAW owners a long time ago . . .

. . . whoa, think I'm starting to repeat myself. This was brought to the the attention of the TOAW owners a long time ago.

Regards, RhinoBones



RE: update?

Posted: Sun Mar 11, 2007 6:23 am
by Veers
ORIGINAL: rhinobones
ORIGINAL: a white rabbit
. . . any chance that the engine can be given the ability to recognise different heights of terrain, and not shoot over them ?

This was brought to the the attention of the TOAW owners a long time ago . . . This was brought to the the attention of the TOAW owners a long time ago . . . This was brought to the the attention of the TOAW owners a long time ago . . .

. . . whoa, think I'm starting to repeat myself. This was brought to the the attention of the TOAW owners a long time ago.

Regards, RhinoBones




[:D][:D]

RE: update?

Posted: Sun Mar 11, 2007 6:24 am
by JAMiAM
ORIGINAL: rhinobones
This was brought to the the attention of the TOAW owners a long time ago . . . This was brought to the the attention of the TOAW owners a long time ago . . . This was brought to the the attention of the TOAW owners a long time ago . . .

. . . whoa, think I'm starting to repeat myself. This was brought to the the attention of the TOAW owners a long time ago.
What was?
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[:D]

RE: update?

Posted: Sun Mar 11, 2007 6:38 am
by a white rabbit
ORIGINAL: rhinobones
ORIGINAL: a white rabbit
. . . any chance that the engine can be given the ability to recognise different heights of terrain, and not shoot over them ?

This was brought to the the attention of the TOAW owners a long time ago . . . This was brought to the the attention of the TOAW owners a long time ago . . . This was brought to the the attention of the TOAW owners a long time ago . . .

. . . whoa, think I'm starting to repeat myself. This was brought to the the attention of the TOAW owners a long time ago.

Regards, RhinoBones



..yahh, but now they gotta small circle to do it in, kinda makes it easier..

RE: update?

Posted: Sun Mar 11, 2007 6:43 am
by a white rabbit
ORIGINAL: Veers

ORIGINAL: a white rabbit
..depends how you consider ancient battles stretching over several kilometers..
Ancient battles were hardly fought with any sense of 'operational' in mind.


..so ?..a battle stretching acros a full toaw map strikes me as pretty "operational"*, a full map if a suitable range is chosen for slings, such as twice an inf move..

..* whatever that is anyway, early blurb with Toaw said that it took over where the bullets stopped flying round your ears, seems a fair definition to me..

RE: update?

Posted: Sun Mar 11, 2007 7:04 am
by Veers
ORIGINAL: a white rabbit

ORIGINAL: Veers

ORIGINAL: a white rabbit
..depends how you consider ancient battles stretching over several kilometers..
Ancient battles were hardly fought with any sense of 'operational' in mind.


..so ?..a battle stretching acros a full toaw map strikes me as pretty "operational"*, a full map if a suitable range is chosen for slings, such as twice an inf move..

..* whatever that is anyway, early blurb with Toaw said that it took over where the bullets stopped flying round your ears, seems a fair definition to me..

And I'm pretty sure that if you have to start accounting for slings having range, that you've just dived into the area where the bullets fly around your ears, and left the operational realm.