User Interface improvements list
RE: User Interface improvements list
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
- 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
PDF
RE: User Interface improvements list
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...
Rex Lex or Lex Rex?
- Tordenskiold
- Posts: 85
- Joined: Tue Oct 21, 2003 3:23 pm
RE: User Interface improvements list
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.
[font=calibri] [/font]
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.
[font=calibri] [/font]
RE: User Interface improvements list
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.
RE: User Interface improvements list
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.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.
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
RE: User Interface improvements list
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.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.
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.
RE: User Interface improvements list
It would indeed be very nice if the dialog said "1 RAF attacks Heersgruppe Nord in 172,191".
Chuck
Chuck
RE: User Interface improvements list
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.
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.
RE: User Interface improvements list
You can set the speed at which is the combat shown and after all when you got it once light, medium etc make senseORIGINAL: 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.ORIGINAL: oldspec4
Although most of the proposed UI changes in this thread would definitely improve the game, these are the top two for me.
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.
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
RE: User Interface improvements list
ORIGINAL: Borsook
You can set the speed at which is the combat shown and after all when you got it once light, medium etc make senseORIGINAL: 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.
Its not the speed of the combat results shown ( I have adjusted previously), its identification of the actual attacked hex.
RE: User Interface improvements list
Highlighting attacked hex is implemented now, so will be in patch.
- 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)
Also done, and added possibility to change report type and page/country by using arrow keys on keyboard.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.
Actually now it will be:For the valid moves hex display, when AP=1, display a green background instead of red (to show that the unit can still attack).
- 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)
Then we will probably hear "To much clicking! Why 2 clicks for every 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.
Wastelands Interactive member (Programmer)
RE: User Interface improvements list
ORIGINAL: Bleck
Highlighting attacked hex is implemented now, so will be in patch.
Also done, and added possibility to change report type and page/country by using arrow keys on keyboard.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.
Actually now it will be:For the valid moves hex display, when AP=1, display a green background instead of red (to show that the unit can still attack).
- 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)
Then we will probably hear "To much clicking! Why 2 clicks for every 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.
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.
RE: User Interface improvements list
Great! is there any rough ETA of the patch (i.e. week-month etc)?ORIGINAL: Bleck
Highlighting attacked hex is implemented now, so will be in patch.
Also done, and added possibility to change report type and page/country by using arrow keys on keyboard.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.
Actually now it will be:For the valid moves hex display, when AP=1, display a green background instead of red (to show that the unit can still attack).
- 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)
Then we will probably hear "To much clicking! Why 2 clicks for every 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.
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
- doomtrader
- Posts: 5319
- Joined: Tue Jul 22, 2008 5:21 am
- Location: Poland
- Contact:
RE: User Interface improvements list
I would say September, but will confirm later.
RE: User Interface improvements list
will the upcoming patch effect current modding efforts?
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
- doomtrader
- Posts: 5319
- Joined: Tue Jul 22, 2008 5:21 am
- Location: Poland
- Contact:
RE: User Interface improvements list
If you are asking will you have to redo your modifications, then I'll say 'rather no'.
RE: User Interface improvements list
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...
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
RE: User Interface improvements list
One more request - it'd be great if zoom still worked during AI turn...
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
RE: User Interface improvements list
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%
Wastelands Interactive member (Programmer)
RE: User Interface improvements list
Great to hear! It will be really hard to wait over a month for the patch...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%
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw



