Page 2 of 2
RE: Can We Talk Graphics?
Posted: Fri Sep 11, 2009 8:40 am
by Erik Rutins
I could see the flak gun, but I think part of the issue there is the overhead view. The strength number tells you something is there, if you hover your mouse over it the game will tell you what it is even if the graphic blends into the city. I couldn't really see that being an issue outside the city hexes or at a more zoomed in view.
RE: Can We Talk Graphics?
Posted: Fri Sep 11, 2009 10:36 am
by Bloodshot
If you press the "3" key you can toggle wireframe mode on/off. Not sure if this will help you see your units better, but some of the oldies here might get a nostalgic tear in their eyes playing like this. ;P
P.S. The "2" key toggles the weather effects!

RE: Can We Talk Graphics?
Posted: Fri Sep 11, 2009 10:53 am
by Kipper
Hi Bloodshot would you mind posting a screnshot of wireframe mode off? Thanks
RE: Can We Talk Graphics?
Posted: Fri Sep 11, 2009 12:36 pm
by Bloodshot
Sorted Kipper!
..and here's another shot incase you wanted to see one with the Hegaxonal Tile Grid switched off... (ingame, use the "1" key to toggle)

RE: Can We Talk Graphics?
Posted: Fri Sep 11, 2009 1:23 pm
by Kipper
Thanks a million. I think that with NATO stuff this could be very successful. An option for thick 3-D cylinders with a simple NATO symbol on top (like the markers Von Rundstedt uses at the start of A Bridge Too Far, for example) could attract a lot of the more grognady types, and should be a very simple job with the graphics engine and would give a very good feel of operational command. I for one instinctively look for fields of fire when I see small soldiers and I could never shake that out of my head
All in all this was quite an achievement on the part of the devs.
RE: Can We Talk Graphics?
Posted: Fri Sep 11, 2009 6:23 pm
by Marshal Villars
Kipper, I agree
I think if they added a cylinder with the NATO symbol on top of it--and made it small enough to allow up to 3 per hex (and add a big yellow dot to show that there is more there than you can see, then it would be pretty great).
By the way...what is the scale of the hexes in the game? And how long does each turn represent?
RE: Can We Talk Graphics?
Posted: Fri Sep 11, 2009 6:59 pm
by Motomouse
I think this one is quite crispy and clear. (Looked even better before jpg conversion from the png screenshot)
1680X1050 32 bit, Anti aliasing 2, Floating-point Consistent, Nvidia 88 GT
Nvidia Driver Settings: High Quality Textures, Anisotropic Filtering 4, all optimizations turned off
(very playable performance over here)

RE: Can We Talk Graphics?
Posted: Fri Sep 11, 2009 9:32 pm
by goodwoodrw
I was a bit disappoint with the graphics initially, but I'm over that now, not state of the art,but functional. The only immediate thing graphically I would like to see is the toning down of the movement area colour.
RE: Can We Talk Graphics?
Posted: Mon Sep 14, 2009 5:51 am
by Ronald Wendt
Hello,
ORIGINAL: Marshal Villars
By the way...what is the scale of the hexes in the game? And how long does each turn represent?
one hex is roughly 5 km, one turn = one day.
RE: Can We Talk Graphics?
Posted: Tue Sep 15, 2009 5:26 am
by RalfZenker
ORIGINAL: Adam Parker
To see a unit you have to click on it Larry [:(]
Here's an oddity - the phantom 2nd Panzer Division in the Vyazma scenario. First pic on a bridge, second pic moved a hex:
Hello Adam,
Thanks for the bug report.
We know the problem that you can see sometimes a "ghost unit" like in your pictures.
We are working on it, but i can“t say how long it will be take to fix it at the moment.