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RE: Mines ...
Posted: Sun Aug 03, 2008 9:13 am
by Mistmatz
I second what Nomad said. Provide the information that the game offers in the best way possible (as you already do in so many cases) but dont give anything away tat the game doesn't.
Generally i'd prefer way less information from the game, thus more fog of war. But as it is the data available should be shown but nothing more.
RE: Mines ...
Posted: Sun Aug 03, 2008 11:06 am
by USSAmerica
ORIGINAL: Nomad
I don't think you should know how many mines you have at an enemy mined port. You are giving information on how effective the enemy is at sweeping your mines there. We already get way too much info on minesweeping as it is.
I was going to suggest asking some of the folks working on AE if there was a reason this info wasn't provided, but Nomad's reason is plenty good enough to convince me. I concur that this is info that should not be provided.
As for what ny57 mentioned about not being told the mine total at your own bases with port size less than 1, I think that should be provided, and was probably an oversight on the developers part.
When I get home from vacation, I'm finally going to install Tracker. Looking forward to the fruits of all your hard labor, Damian and Floyd! [8D]
RE: Mines ...
Posted: Sun Aug 03, 2008 11:12 am
by treespider
ORIGINAL: USS America
As for what ny57 mentioned about not being told the mine total at your own bases with port size less than 1, I think that should be provided, and was probably an oversight on the developers part.
Well that goes to a question of weather a size 0 port is even a port at all.
If it is not a port, it is really no different than any other coastal hex. So should you know how many mines you have in a coastal hex?
I suppose the designers decided a Size 0 port is not a port until it becomes Size 1.
RE: Mines ...
Posted: Sun Aug 03, 2008 12:29 pm
by Nomad
It's also interresting to note that you can not select a size 0 port as a target for aerial mining. This strengthens Treespiders statement that the designers did not consider a size 0 port to be an actual port - not an oversight at all.
RE: Mines ...
Posted: Sun Aug 03, 2008 1:35 pm
by VSWG
Another vote for not including information about mines in enemy and dot hexes.
RE: Mines ...
Posted: Sun Aug 03, 2008 1:43 pm
by wworld7
ORIGINAL: VSWG
Another vote for not including information about mines in enemy and dot hexes.
I'll add my vote for non-inclusion about mines in enemy and dot hexes.
RE: Mines ...
Posted: Sun Aug 03, 2008 2:12 pm
by n01487477
Thanks for the thoughts & well wishes ...
I think that pretty much finalises the matter ... non-inclusion seems the best way to go.
I'm glad I brought the matter up, hopefully we'll include it in the next release, if time permits.
Cheers
---Damian---
PS. Should I dare ask whether you want to know what mines types (device no.) are at non-hex/dot player controlled Lvl 1+ Port ... I know, I know ... if you can't see it in the game then ... then NO!
RE: Mines ...
Posted: Sun Aug 03, 2008 2:27 pm
by Nomad
Actually, I don't think that would be a problem. You should know how many of each type mine you have put at your own port.
RE: Mines ...
Posted: Sun Aug 03, 2008 7:52 pm
by JeffroK
ORIGINAL: VSWG
Another vote for not including information about mines in enemy and dot hexes.
Ditto
(With this many votes you could get elected as prez of the USA)
RE: Mines ...
Posted: Sun Aug 03, 2008 7:55 pm
by JeffroK
ORIGINAL: Nomad
Actually, I don't think that would be a problem. You should know how many of each type mine you have put at your own port.
I reckon,
this should be a FOW type answer, +- 20%??
While you should know what has been laid, how many have drifted, become inert etc etc.
Plus, there should be a small (.5%?) chance of hitting one of your own mines. It happened a number of times through poor navigation or drifting mines.
RE: Mines ...
Posted: Sun Aug 03, 2008 8:14 pm
by Nomad
ORIGINAL: JeffK
ORIGINAL: Nomad
Actually, I don't think that would be a problem. You should know how many of each type mine you have put at your own port.
I reckon,
this should be a FOW type answer, +- 20%??
While you should know what has been laid, how many have drifted, become inert etc etc.
Plus, there should be a small (.5%?) chance of hitting one of your own mines. It happened a number of times through poor navigation or drifting mines.
I don't see any real FOW on this. If you keep notes, you know when you laid mines, how many, and what type. This would just be a help from having to keep manual track of what you laid there. You already know how many total are there so using notes and a small spreadsheet you could know very closely how many of each mine you have.
And there already is a chance of hitting your own mines.
RE: Mines ...
Posted: Mon Aug 04, 2008 8:11 am
by Chris21wen
Another vote for including information about mines in enemy and dot hexes as I don't remember. Sometimes I can't even remember laying them let alone know how many. Actually any mine field should be an estimate anyway, maybe small, medium etc.
RE: Mines ...
Posted: Mon Aug 04, 2008 8:13 pm
by floydg
I'm against showing anything in the WitPTracker that the game itself would not provide or a player could determine on their own.
So showing the "size" of minefields at enemy bases (or coastal hexes) really is not something we should be doing, don't you think?
I'm also a bit leary about showing the size of minefields at friendly ports, since all the game does is show a total number and not how each field deteriorates over time (I'm not sure a player could really track that, could they?).
Floyd
RE: WitPTracker 1.0
Posted: Tue Aug 12, 2008 1:13 am
by n01487477
ORIGINAL: Nemo121
3. The AIR UPGRADE screen works for the first model selected but then no longer works at all for me. No matter what model I select the information is the same as it was for the first model. It is like it is frozen at the first model.
Finally figured out why this is happening Nemo, it comes down to your Mod using Allied a/c types AS Japanese which have no engines (this is so the player has to upgrade them to IJN/A) ... this is throwing an exception. You have RTAF R3/5th Air Wing coming in Aug and the other initial units are causing this
ONLY for Empires Ablaze. Once they are upgraded or arrive there should be no problem ... but I will fix it from my end too ...
At least that is what I think is the primary cause. I know about the other issues on this screen, but am just bug chasing right now, not enhancing.
RE: WitPTracker 1.0
Posted: Thu Aug 21, 2008 1:01 am
by scott64
I an having issues with version 1.2. In the industry section, global sub tab, where the turn by turn total of HI, supply, resources, etc. You can see that there are 7 figures of totals ever decreasing each turn. Everything was fine for the first 15 turns, on turn 15 I had xxxxxxx of supply fuel, oil and resources, on turn 16 I now have xxxxxx supply, xxxxxx fuel, xxx oil, and xxxx resources. And it is that way for next few turns. I do recall that the totals went up to 7 digets on a previous turn, but revert to the lower totals on the next turn. [&:]

RE: WitPTracker 1.0
Posted: Thu Aug 21, 2008 2:28 am
by bbbf
I don't know whether anyone else has asked for it, but a print option would be great!
RE: WitPTracker 1.0
Posted: Thu Aug 21, 2008 2:29 am
by scott64
ORIGINAL: bbbf
I don't know whether anyone else has asked for it, but a print option would be great!
Motion seconded [:'(]
RE: WitPTracker 1.0
Posted: Thu Aug 21, 2008 6:52 am
by Mistmatz
ORIGINAL: scott1964
ORIGINAL: bbbf
I don't know whether anyone else has asked for it, but a print option would be great!
Motion seconded [:'(]
Me too. [8D]
RE: WitPTracker 1.0
Posted: Thu Aug 21, 2008 8:01 pm
by floydg
ORIGINAL: scott1964
I an having issues with version 1.2. In the industry section, global sub tab, where the turn by turn total of HI, supply, resources, etc. You can see that there are 7 figures of totals ever decreasing each turn. Everything was fine for the first 15 turns, on turn 15 I had xxxxxxx of supply fuel, oil and resources, on turn 16 I now have xxxxxx supply, xxxxxx fuel, xxx oil, and xxxx resources. And it is that way for next few turns. I do recall that the totals went up to 7 digets on a previous turn, but revert to the lower totals on the next turn. [&:]

Can you post a screen shot of this? I can take a look while Damian is off on holiday and I finalize the next release (days away).
RE: WitPTracker 1.0
Posted: Thu Aug 21, 2008 8:04 pm
by floydg
ORIGINAL: Mistmatz
ORIGINAL: scott1964
ORIGINAL: bbbf
I don't know whether anyone else has asked for it, but a print option would be great!
Motion seconded [:'(]
Me too. [8D]
It's on our list. There is a decent amount of programming that goes into supporting printing (I wish it was easy), so we're trying to add all of the "basic" functions first and then move on to the "extras".
Floyd