User Interface improvements list

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
PDiFolco
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RE: User Interface improvements list

Post by PDiFolco »

More requests:
- Hex attacked by AI should be more visible, I can't detect where the attacks occur currently
- And give us losses figures in battle reports, "low" or "high losses" aren't telling much

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willgamer
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RE: User Interface improvements list

Post by willgamer »

ORIGINAL: Agent S

I think the need for unit names under the counter is superfluous, given the unit information is all given on the right side of the screen. quite easy to turn them all off.

I'm still confused... [&:]

That's something I'd like to do. Can I "turn them all off" without a mod?

p.s. you're modded counters are awesome; I hope you'll load them to the mod section...
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Tordenskiold
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RE: User Interface improvements list

Post by Tordenskiold »

I agree to most of what is said and have tried to avoid repetition. I bought the game yesterday and my intention is to try to get through this without reading the manual from beginning to end. I compare this game to Commander Europe at War (CEaW) which is splendid but not too historical and the AI does some strange things like the Germans stays in front of Moscow until the western allies take Berlin. A part from this and a couple of other flaws that game is just great.
 
My wishes for ToW were more realism and better AI to get the game experience more in line with history. Don't know if my anticipation was right though.
 
Anyhow, I find the naval part of the game to be very confusing. The whole system needs an overhaul IMO because there is too laborious to do everything. It is also difficult to understand what ships fight the u-boats most effectively and where my convoys are actually destroyed. Can I add defending ships to my convoys or is placing fleets in the sea areas the only way? I would also prefer that each ship was a single fleet. Now it is too much clicking to deploy the ships in a hopefully sensible way.
 
The way of choosing to play nations instead of making the AI take care of them is also quite tiring. I want to concentrate on game play not heavy management of things that should be simple.
 
Finally I find the music terrible and that ruins some of the atmosphere. Please try something else
 
Albeit there are a potential here as I feel it, but things have to be much clearer and less confusing and tiring. I used several turns to figure out how to move UK troops by transport to France, it should be unnecessary to make things that confusing and laborious. (BTW I am not English and thus I might struggle more to understand things)
 
Good luck anyhow, and I hope a patch might give this game the overhaul it needs.
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oldspec4
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RE: User Interface improvements list

Post by oldspec4 »

ORIGINAL: PDiFolco

More requests:
- Hex attacked by AI should be more visible, I can't detect where the attacks occur currently
- And give us losses figures in battle reports, "low" or "high losses" aren't telling much


Although most of the proposed UI changes in this thread would definitely improve the game, these are the top two for me.
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borsook79
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RE: User Interface improvements list

Post by borsook79 »

ORIGINAL: oldspec4

ORIGINAL: PDiFolco

More requests:
- Hex attacked by AI should be more visible, I can't detect where the attacks occur currently
- And give us losses figures in battle reports, "low" or "high losses" aren't telling much


Although most of the proposed UI changes in this thread would definitely improve the game, these are the top two for me.
So far as I see Light is 0.1, medium is 0.3 and so on... Just look at the map and there you'll see the actual losses.
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
oldspec4
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RE: User Interface improvements list

Post by oldspec4 »

ORIGINAL: Borsook

ORIGINAL: oldspec4

ORIGINAL: PDiFolco

More requests:
- Hex attacked by AI should be more visible, I can't detect where the attacks occur currently
- And give us losses figures in battle reports, "low" or "high losses" aren't telling much


Although most of the proposed UI changes in this thread would definitely improve the game, these are the top two for me.
So far as I see Light is 0.1, medium is 0.3 and so on... Just look at the map and there you'll see the actual losses.

True...but it is very difficult to identify the hex currently under land/air attack; and some land attacks occur so quickly that I can't readily ID the attacked unit.
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cpdeyoung
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RE: User Interface improvements list

Post by cpdeyoung »

It would indeed be very nice if the dialog said "1 RAF attacks Heersgruppe Nord in 172,191".

Chuck
oldspec4
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RE: User Interface improvements list

Post by oldspec4 »

What I'd like to see is the attacked hex highlited prior to the attack; and have the attack paused until ok'd to continue, particularly land attacks.

Multiple air attacks are paused as the attacks occur but w/o a highlited hex, its cumbersome to figure out which is the attacked hex.
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borsook79
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RE: User Interface improvements list

Post by borsook79 »

ORIGINAL: oldspec4

ORIGINAL: Borsook

ORIGINAL: oldspec4




Although most of the proposed UI changes in this thread would definitely improve the game, these are the top two for me.
So far as I see Light is 0.1, medium is 0.3 and so on... Just look at the map and there you'll see the actual losses.

True...but it is very difficult to identify the hex currently under land/air attack; and some land attacks occur so quickly that I can't readily ID the attacked unit.
You can set the speed at which is the combat shown and after all when you got it once light, medium etc make sense :)
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
oldspec4
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RE: User Interface improvements list

Post by oldspec4 »

ORIGINAL: Borsook

ORIGINAL: oldspec4

ORIGINAL: Borsook



So far as I see Light is 0.1, medium is 0.3 and so on... Just look at the map and there you'll see the actual losses.

True...but it is very difficult to identify the hex currently under land/air attack; and some land attacks occur so quickly that I can't readily ID the attacked unit.
You can set the speed at which is the combat shown and after all when you got it once light, medium etc make sense :)

Its not the speed of the combat results shown ( I have adjusted previously), its identification of the actual attacked hex.
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Bleck
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RE: User Interface improvements list

Post by Bleck »

Highlighting attacked hex is implemented now, so will be in patch.
Speaking of reports, each report page should begin with the last report in that category, not the first. Annoying to have to slide over from the first report of the war to the most recent every time I want to check something.
Also done, and added possibility to change report type and page/country by using arrow keys on keyboard.
For the valid moves hex display, when AP=1, display a green background instead of red (to show that the unit can still attack).
Actually now it will be:
- green - if AP left after moving > attack cost (so you can attack and still have AP)
- orange - if AP left after moving >0 and <= attack cost (so you can attack using all remaining AP)
- red - if AP left after moving = 0 (so you can't attack)


What I'd like to see is the attacked hex highlited prior to the attack; and have the attack paused until ok'd to continue, particularly land attacks.
Then we will probably hear "To much clicking! Why 2 clicks for every attack?" ;]

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oldspec4
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RE: User Interface improvements list

Post by oldspec4 »

ORIGINAL: Bleck

Highlighting attacked hex is implemented now, so will be in patch.
Speaking of reports, each report page should begin with the last report in that category, not the first. Annoying to have to slide over from the first report of the war to the most recent every time I want to check something.
Also done, and added possibility to change report type and page/country by using arrow keys on keyboard.
For the valid moves hex display, when AP=1, display a green background instead of red (to show that the unit can still attack).
Actually now it will be:
- green - if AP left after moving > attack cost (so you can attack and still have AP)
- orange - if AP left after moving >0 and <= attack cost (so you can attack using all remaining AP)
- red - if AP left after moving = 0 (so you can't attack)


What I'd like to see is the attacked hex highlited prior to the attack; and have the attack paused until ok'd to continue, particularly land attacks.
Then we will probably hear "To much clicking! Why 2 clicks for every attack?" ;]


Very good improvements here [;)]

Re: the attacked hex highlite prior to the attack..for me many of the attacked hexes occur so fast that I don't actualy see the unit attacked; and the unit may retreat behind the battle result popup. But this may be fixed w/ the hex highliting in the patch.
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borsook79
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RE: User Interface improvements list

Post by borsook79 »

ORIGINAL: Bleck

Highlighting attacked hex is implemented now, so will be in patch.
Speaking of reports, each report page should begin with the last report in that category, not the first. Annoying to have to slide over from the first report of the war to the most recent every time I want to check something.
Also done, and added possibility to change report type and page/country by using arrow keys on keyboard.
For the valid moves hex display, when AP=1, display a green background instead of red (to show that the unit can still attack).
Actually now it will be:
- green - if AP left after moving > attack cost (so you can attack and still have AP)
- orange - if AP left after moving >0 and <= attack cost (so you can attack using all remaining AP)
- red - if AP left after moving = 0 (so you can't attack)


What I'd like to see is the attacked hex highlited prior to the attack; and have the attack paused until ok'd to continue, particularly land attacks.
Then we will probably hear "To much clicking! Why 2 clicks for every attack?" ;]

Great! is there any rough ETA of the patch (i.e. week-month etc)?
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doomtrader
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RE: User Interface improvements list

Post by doomtrader »

I would say September, but will confirm later.
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Magpius
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RE: User Interface improvements list

Post by Magpius »

will the upcoming patch effect current modding efforts?


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doomtrader
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RE: User Interface improvements list

Post by doomtrader »

If you are asking will you have to redo your modifications, then I'll say 'rather no'.
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borsook79
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RE: User Interface improvements list

Post by borsook79 »

Could we get more distinct colours in the option of alternate ownership drawing mode? Currently differentiating between e.g. Germany and neutral is pretty hard...
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borsook79
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RE: User Interface improvements list

Post by borsook79 »

One more request - it'd be great if zoom still worked during AI turn...
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Bleck
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RE: User Interface improvements list

Post by Bleck »

ORIGINAL: Borsook
One more request - it'd be great if zoom still worked during AI turn...

This one can be done fast, will be in patch for 100%
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borsook79
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RE: User Interface improvements list

Post by borsook79 »

ORIGINAL: Bleck
ORIGINAL: Borsook
One more request - it'd be great if zoom still worked during AI turn...

This one can be done fast, will be in patch for 100%
Great to hear! It will be really hard to wait over a month for the patch...
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
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