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More questions.

Posted: Thu Jul 16, 2009 6:58 pm
by stormbringer3
I have been researching this title which leads me to a couple of more questions.

I think that the ability to form divisions or corps is an excellent feature. My question is once on the board can you combine divisions to form a corps or divide a corps into divisions?
The options as the attacker I can easily find. My next questions concern defense. Can you build entrenchments etc.?
It looks like aircraft and naval units are able to intercept, is that correct? If so, is there a range of hexes or just the hex thay are in?

Thanks again.

RE: More questions.

Posted: Thu Jul 16, 2009 7:17 pm
by doomtrader
I think that the ability to form divisions or corps is an excellent feature. My question is once on the board can you combine divisions to form a corps or divide a corps into divisions?
Actually it can goes only one way, so you can upgrade division into corps and advance a level. However during whole game you can buy and deploy low level units.
The options as the attacker I can easily find. My next questions concern defense. Can you build entrenchments etc.?
If you are asking about fortifications like Maginot Line, Stalin Line, Goth Line etc, then this is managed by events. But if your units do not move then trough five turns (moddable) it's defense is increased.

It looks like aircraft and naval units are able to intercept, is that correct? If so, is there a range of hexes or just the hex thay are in?
Your air unit if is stationing close to the sea can try to intercept navy units in adjancent sea zones. And if will be able to find enemy vessels will try to attack it.

RE: More questions.

Posted: Thu Jul 16, 2009 7:20 pm
by Erik Rutins
ORIGINAL: stormbringer3
I think that the ability to form divisions or corps is an excellent feature. My question is once on the board can you combine divisions to form a corps or divide a corps into divisions?

On-map Divisions can be upgraded to Corps size with production points.
The options as the attacker I can easily find. My next questions concern defense. Can you build entrenchments etc.?

From the game manual: "Dig In: Units that don’t do anything during the turn will “dig in” and gain a 5% bonus. The total bonus from digging in cannot be higher than 25%. If a unit moves, it loses the dig in bonus."
It looks like aircraft and naval units are able to intercept, is that correct? If so, is there a range of hexes or just the hex thay are in?

Well, air units are on the hex map and can intercept any enemy air attacks within their range. Naval units are in a sea zone and have a chance of intercepting and fighting any enemy naval units in that sea zone.

RE: More questions.

Posted: Thu Jul 16, 2009 7:24 pm
by stormbringer3
Thanks for the quick reply!
One more part to the intercept question. Will air units try to intercept other air units?

RE: More questions.

Posted: Thu Jul 16, 2009 7:29 pm
by Erik Rutins
ORIGINAL: stormbringer3
One more part to the intercept question. Will air units try to intercept other air units?

Yes, as long as the target the enemy air is attacking is within the defensive air's range.

RE: More questions.

Posted: Thu Jul 16, 2009 11:23 pm
by RAM
simple question:

is there any "go to next unit" hotkey?. If not, will ever be one in a patch to come?

The game seems simply outstanding so far, but I'm finding it hard to find if I issued orders to all my units, or if I have any with unused APs left...

RE: More questions.

Posted: Fri Jul 17, 2009 12:30 am
by LarryP
Post deleted... sorry.

RE: More questions.

Posted: Fri Jul 17, 2009 12:45 am
by willgamer
ORIGINAL: RAM

simple question:

is there any "go to next unit" hotkey?

TAB

RE: More questions.

Posted: Fri Jul 17, 2009 1:20 am
by lomyrin
It is hard to see what hex the enemy is airstriking or attacking and with how many units he is attacking.
 
Are fixes for that envisioned ? 

First Impressions

Posted: Fri Jul 17, 2009 1:35 am
by Magpius
Just a few initial ones
  • is there any way to turn off, (or speed up). The unit animations? (other than the slider options in prefs).
  • The game seems to run and a little slow.
  • and is it just me, but the whole games graphics seem very black!
  • please someone create a new cursor.png the GIANT bullet, is overkill.
  • and thanks for being able to run this game on my eeepc (1024x600) is appreciated.

RE: First Impressions

Posted: Fri Jul 17, 2009 4:33 am
by doomtrader
is there any way to turn off, (or speed up). The unit animations? (other than the slider options in prefs).
No, there is no other option
The game seems to run and a little slow.
There is a pretty lot of calculations for AI, supply, events etc.
and is it just me, but the whole games graphics seem very black!
Some of the dev team, have thought the same


RE: More questions.

Posted: Fri Jul 17, 2009 7:47 am
by RAM
@willgamer

thanks a lot. Must've lost that while I was eating the manual with my eyes (I think I read it all in a record time ;)). Looked in the hotkey section and I didn't see that tab was the hotkey for cycling between units.

as I said, thanks a lot :)

RE: First Impressions

Posted: Fri Jul 17, 2009 1:19 pm
by gwgardner
ORIGINAL: Agent S

[*]and is it just me, but the whole games graphics seem very black!

Do you mean dark? I agreed with you at first, but I've actually gotten used to it. One thing I do is click on the political map icon. It lightens things.

RE: More questions.

Posted: Fri Jul 17, 2009 6:04 pm
by Banquet
ORIGINAL: lomyrin

It is hard to see what hex the enemy is airstriking or attacking and with how many units he is attacking.


I'm finding this too.. it might be something I'm missing but when the AI attacks are being made I have no idea which hex is being attacked... I can't see the values changing on any of the units.. Does the popup results box always appear in the same position relative to the hex in question? Is there anyway the hex can be highlited in some way?

RE: More questions.

Posted: Fri Jul 17, 2009 6:21 pm
by oldspec4
I have the same issue...I have seen most of the airstrikes hit the hex under the lower right side of the popup. I have also noticed playing as Polish that Russian air attack popups are shown in the German/Polish area w/o any reference to location of the Russian attacks.

The land attacks happen very quickly and are very difficult to follow. Generally, I try to follow the enemy units setting up for a multiple attack. Cumbersome at best.

IMO, unless I'm missing something here, the current attack hex identification needs some work.


RE: More questions.

Posted: Fri Jul 17, 2009 7:11 pm
by Anraz
Have you tried to deal with "(AI)Unit move speed" and "AI Combat result display time" in "preferences"?


Considering air attacks a word "patch" comes in mind as the idea is quite interesting, but first we have to do a small feasibility study.

RE: More questions.

Posted: Fri Jul 17, 2009 7:13 pm
by Banquet
I think the problem for me is that the combat results comes up after the combat has taken place and the units have already moved/retreated, etc.. So there's a flurry of movement and by the time I'm looking at the results I can't see what happened on the map.

I'd prefer it if the units moved into place to attack with the red attack arrows in place, and it froze like that until the combat results box was timed out or clicked off.. then the retreats were made after the results box cleared. I'd just find it easier to see which combat the results referred to.

RE: More questions.

Posted: Fri Jul 17, 2009 7:16 pm
by oldspec4
ORIGINAL: Banquet

I think the problem for me is that the combat results comes up after the combat has taken place and the units have already moved/retreated, etc.. So there's a flurry of movement and by the time I'm looking at the results I can't see what happened on the map.

I'd prefer it if the units moved into place to attack with the red attack arrows in place, and it froze like that until the combat results box was timed out or clicked off.. then the retreats were made after the results box cleared. I'd just find it easier to see which combat the results referred to.

Great idea [8D]