Missing tooltips?
Moderator: MOD_GGWaW_2
Missing tooltips?
I was a tester for the original GGWAW. I recently purchased AWD and noticed that a some of the tooltips that were in the original game are missing from some screens: eg Production (where it shows factory and resource numbers) and the forces screens. Also the new Espionage screen could use some tooltips.
Any chance of having these added to help newbies and us GGWAW players that haven't played for awhile?
Thanks.
Any chance of having these added to help newbies and us GGWAW players that haven't played for awhile?
Thanks.
RE: Missing tooltips?
I second the suggestion and would like to add what I already said here: Some of the combat die roll explanations could need more detail. Basically you get a list with modifiers and several separating lines, but it takes time to figure out what is really applied where and how.
RE: Missing tooltips?
One other suggestion: Could the maximum value of possible research investment for each unit attribute in a given turn be included in the little popup box where you spend your research points?
I found it cumbersome to determine how much I will spend on research this turn (in order to reserve enough research points manually where I want them). To be honest, three of the other values in this research popup (research spent in total, available factory output and research output needed) aren't of much use since they are present on the research screen anyway. Maybe one of them could be replaced with the maximum for this turn, or the appropriate values could even be included in the general research screen somehow.
I found it cumbersome to determine how much I will spend on research this turn (in order to reserve enough research points manually where I want them). To be honest, three of the other values in this research popup (research spent in total, available factory output and research output needed) aren't of much use since they are present on the research screen anyway. Maybe one of them could be replaced with the maximum for this turn, or the appropriate values could even be included in the general research screen somehow.
- Joel Billings
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- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
RE: Missing tooltips?
Good ideas. They should be included on our to do list, although at the moment I can't say for sure when or if they will be done.
A detailed suggestion of what you'd like to see in the combat info pop-up would be useful.
A detailed suggestion of what you'd like to see in the combat info pop-up would be useful.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Missing tooltips?
One combat pop-up suggestion is if it is a bombardment attack then the defense value of (ev x dur +/-ev modifiers) should not even be shown, since it has no relavance. Instead it should show durability x 5 = defense
(i.e. dur4 x 5 = 20 defense)
next line
attack # dice = (dieroll +/-drm) /ev roll = Supresion + prev surpresion = total supresion on this unit
(i.e. attack 6dice-->25 + 1drm / ev roll 5 = 5sp + 11 prev sp total current sp =16 for 0 hits)
If evasion modifiers have no effect on suppresion damage in bombardment attacks then do not even list them.
I was confused the first time I played and flack would shoot at a stuka with ev6 but popup would say 18-3=15 defense and I could not figure out why I had a -1ev mod. After scouring the manual I realized flack shoots as bombardment attack and all units have dur x 5 for supression defense.
Just a suggestion
(i.e. dur4 x 5 = 20 defense)
next line
attack # dice = (dieroll +/-drm) /ev roll = Supresion + prev surpresion = total supresion on this unit
(i.e. attack 6dice-->25 + 1drm / ev roll 5 = 5sp + 11 prev sp total current sp =16 for 0 hits)
If evasion modifiers have no effect on suppresion damage in bombardment attacks then do not even list them.
I was confused the first time I played and flack would shoot at a stuka with ev6 but popup would say 18-3=15 defense and I could not figure out why I had a -1ev mod. After scouring the manual I realized flack shoots as bombardment attack and all units have dur x 5 for supression defense.
Just a suggestion
- Joel Billings
- Posts: 33500
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
RE: Missing tooltips?
ORIGINAL: MrQuiet
One combat pop-up suggestion is if it is a bombardment attack then the defense value of (ev x dur +/-ev modifiers) should not even be shown, since it has no relavance. Instead it should show durability x 5 = defense
(i.e. dur4 x 5 = 20 defense)
next line
attack # dice = (dieroll +/-drm) /ev roll = Supresion + prev surpresion = total supresion on this unit
(i.e. attack 6dice-->25 + 1drm / ev roll 5 = 5sp + 11 prev sp total current sp =16 for 0 hits)
If evasion modifiers have no effect on suppresion damage in bombardment attacks then do not even list them.
I was confused the first time I played and flack would shoot at a stuka with ev6 but popup would say 18-3=15 defense and I could not figure out why I had a -1ev mod. After scouring the manual I realized flack shoots as bombardment attack and all units have dur x 5 for supression defense.
Just a suggestion
Good suggestions, we should add them to our list.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Missing tooltips?
I started the 1941 scenario and attacked Russia by surprise during the winter with a combined arms attack force in order to get some nice modifiers to show what I mean. I have to admit that I understand the combat tooltips better already, but I think they could be made clearer nonetheless. Here's my example:ORIGINAL: Joel Billings
A detailed suggestion of what you'd like to see in the combat info pop-up would be useful.

My suggestion:
Code: Select all
----------------------------------------------------------
Germany Airborne (326) attacks Soviet Union Infantry (723)
Attack:
Land Attack base 6 + 0 = 6 dice
rolled 23 + 12 = 35
Defense:
Evasion base 5 + 1 = 6, Durability 4
Defense Rating 6 x 4 = 24
Attacker scores 1 hit(s) and causes 0 suppression
Modifiers:
+12 to Attack for target suppression
-1 to Evasion for surprise
+1 to Evasion for winter
+1 to Evasion for unsupplied firer
----------------------------------------------------------
- it is clear that the first attack value is the rolled value
- it is shown where the defense rating value comes from
- hits and suppression are mentioned separately
- it is clear at the first glance which modifiers are applied where
- the attack modifiers are mentioned first since they are applied kind of first
Just an example, some people might even prefer the standard listing. As mentioned above, bombardment attacks and such might have to be presented a little different, but there's room for suppression damage already. [;)]
(By the way: I couldn't find the combined arms bonus anywhere in this combat although the combat analyzer told me it would be there. And my paratrooper was considered out of supply although there were supplies available at the province where he came from.)
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RE: Missing tooltips?
Airborne units are always considered unsupplied when they are dropped as per Section 11.1.13 (last paragraph) so thats intended.
I cannot say why the tooltip does not show the +3 from CAM - it normally does for me. Feel free to mail me a save showing the particular combat and I will take a look at it (janbs@stofanet.dk)
I cannot say why the tooltip does not show the +3 from CAM - it normally does for me. Feel free to mail me a save showing the particular combat and I will take a look at it (janbs@stofanet.dk)
RE: Missing tooltips?
Thanks for the clarification on paratroopers. Just a note: It's section 7.1.13 actually.
As for the lack of the CAM, it seems to be caused by attacking a frozen region. You can see it for yourself in the 1941 scenario: The first attack on Russia seems to never get the CAM regardless of units involved, but it is there from the second attack on.
As for the lack of the CAM, it seems to be caused by attacking a frozen region. You can see it for yourself in the 1941 scenario: The first attack on Russia seems to never get the CAM regardless of units involved, but it is there from the second attack on.
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- Posts: 2536
- Joined: Sun May 01, 2005 10:18 pm
- Location: Aalborg, Denmark
RE: Missing tooltips?
Aye, its indeed 7.1.13, sorry about that.
Concerning the lack of CAM for surprise attacks I refer to section 8.3.3 (page 74 near the top). For surprise attacks very few other modifiers are applied. I admit I cannot remember why that is though - maybe its a legacy from WaW or maybe Joel remembers the reason that is.
Concerning the lack of CAM for surprise attacks I refer to section 8.3.3 (page 74 near the top). For surprise attacks very few other modifiers are applied. I admit I cannot remember why that is though - maybe its a legacy from WaW or maybe Joel remembers the reason that is.
RE: Missing tooltips?
Thanks, the rule itself sounds a bit weird though, but maybe attacks on frozen provinces are powerful enough already.ORIGINAL: JanSorensen
Concerning the lack of CAM for surprise attacks I refer to section 8.3.3 (page 74 near the top). For surprise attacks very few other modifiers are applied. I admit I cannot remember why that is though - maybe its a legacy from WaW or maybe Joel remembers the reason that is.
- Joel Billings
- Posts: 33500
- Joined: Wed Sep 20, 2000 8:00 am
- Location: Santa Rosa, CA
- Contact:
RE: Missing tooltips?
Yes, attacks on frozen areas were powerful enough already and that's why we kept most modifiers from impacting them. We could have allowed a few more modifiers to kick in, but we didn't feel it was needed and it was no doubt easier to keep the original structure.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard