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Combat results firefight details

Posted: Thu Apr 16, 2015 11:53 pm
by FroBodine
1. When the combat results occur, the screen zooms out so far that it is impossible to read the names of the units.

I am nowhere close to an expert on the Civil War, and I don't know what side all the different units are on.

So, when it says, for example, 6th South Carolina infantry attacks 1st battery, NY artillery, I don't know who is the Union unit and who is the Confederate unit. Now, in this example, it is pretty obvious, because NY is so far north that I'm pretty sure they are the Union unit.

But, in many firefights in the larger games, how can we tell in the firefight details what side each unit is on when it shows who is attacking who? If it doesn't, this is going to be a big problem for me in understand who is attacking who.

2. Also, is there a way to zoom in the map when viewing the firefight details between turns? It zooms so far out that I can't read anything.

3. In the firefight details, how come sometimes there are battle sounds, and it shows damage, casualties and morale loss, while other firefight details have no sound effects and do not show any damage or loss results? What is the difference, please?

RE: Combat results firefight details

Posted: Fri Apr 17, 2015 10:45 am
by FroBodine
Bump so this doesn't get lost off the first page.

RE: Combat results firefight details

Posted: Fri Apr 17, 2015 11:11 am
by Erik Rutins
Hi jglazier,
ORIGINAL: jglazier
1. When the combat results occur, the screen zooms out so far that it is impossible to read the names of the units.

So, when it says, for example, 6th South Carolina infantry attacks 1st battery, NY artillery, I don't know who is the Union unit and who is the Confederate unit. Now, in this example, it is pretty obvious, because NY is so far north that I'm pretty sure they are the Union unit.

We found early on that zooming out actually gave the player much better awareness of how the battle was unfolding. After each combat, a line is drawn showing which units are exchanging fire. Casualty numbers are also displayed above them if appropriate and a combat report tells you which units were involved.

There are two more planned improvements for this post-release. First, to add the flag next to the unit name in the combat report so that some cases where you have, for example, the East Tennessee unit firing on the Tennessee unit are less confusing.

The second is an option to stay zoomed in during combat.
3. In the firefight details, how come sometimes there are battle sounds, and it shows damage, casualties and morale loss, while other firefight details have no sound effects and do not show any damage or loss results? What is the difference, please?

You'll only get the full sounds and casualties showed if there was actually some damage caused. In some cases a unit wants to fire, but is unable to due to order limitations, or it's out of effective range.

Regards,

- Erik


RE: Combat results firefight details

Posted: Fri Apr 17, 2015 11:37 am
by Capitaine
ORIGINAL: Erik Rutins

The second is an option to stay zoomed in during combat.

That's great!

RE: Combat results firefight details

Posted: Thu Apr 23, 2015 8:47 pm
by FroBodine
ORIGINAL: Erik Rutins

There are two more planned improvements for this post-release. First, to add the flag next to the unit name in the combat report so that some cases where you have, for example, the East Tennessee unit firing on the Tennessee unit are less confusing.

The second is an option to stay zoomed in during combat.

Hello - I am not trying to rush anybody at all. I am just curious if there is an ETA for the first update with these improvements and whatever else you guys manage to cram into the update?

Thanks much!

RE: Combat results firefight details

Posted: Thu Apr 23, 2015 8:57 pm
by Gil R.
We're releasing a public beta patch tomorrow. I'm waiting on a response from Eric before I post details about what will be in it. But it will be a combination of UI-type stuff, system-related stuff, and improvements to scenarios and AI. Stay tuned...

RE: Combat results firefight details

Posted: Thu Apr 23, 2015 9:02 pm
by Erik Rutins
I can also say that the first update focuses on bug fixes and AI and performance improvements. Interface and quality of life improvements like those mentioned above will follow after that.

Regards,

- Erik

RE: Combat results firefight details

Posted: Thu Apr 23, 2015 10:38 pm
by Gil R.
A bit more information on the coding changes, from Eric's list of what's in tomorrow's beta patch:

*Fix no smoke on save file load issue
*Fix 1366 resolution issues
*Fix remaining odd issues related to PBEM and window focus (try resigning a game and issuing a challenge with 1.01, on my Windows 7 system that causes some very bizarre issues with which dialog is in front, etc.)
*Change: Turn off weather sound when weather graphic is turned off
*Reduced chance of finding a leader casualty from 5% to 3% and added requirement that at least 10 casualties have been caused on both sides during the combat phase.
*Change to AI to increase aggression (should help w/ Blackburn's Ford) [Note from Gil R.: So should some scripting changes I made! Eric doesn't deserve all the credit!]
*Fix music playing bug
*Change: misinterpret orders rule is now always in effect for pbem games
*Now using star chit for commanders
*Now showing echelon colors in hierarchy box
*Increased the frame rate
*Fix: From <tm.asp?m=3844971>
*Change: Select higher echelons in OOB with click; show selected unit/echelons in OOB
*Change: Long-range move should be possible even inside move area
*Possible fix: History graph buttons being interfered by unit buttons in short resolutions

RE: Combat results firefight details

Posted: Thu Apr 23, 2015 10:45 pm
by FroBodine
Wow, what a great list of changes/fixes for the first patch!

I was really hoping for the addition of the flags next to the names of the units in the firefight resolution screen, to easily identify who is shooting at who. Hopefully next update.

RE: Combat results firefight details

Posted: Thu Apr 23, 2015 10:50 pm
by Michael T
*Now using star chit for commanders

I particularly like this. Anything that enhances Nato Chits is good.

RE: Combat results firefight details

Posted: Fri Apr 24, 2015 4:09 am
by AlessandroD
Good job! [:)]

RE: Combat results firefight details

Posted: Fri Apr 24, 2015 5:05 am
by spelk
ORIGINAL: Michael T
*Now using star chit for commanders
I particularly like this. Anything that enhances Nato Chits is good.

+1 for this change. When trying to interpret the battlefield from a commanding position, then the NATO chits are really the best option. They stand out enough from the battlefield artwork and the smoke.

I wondered if a base graphic would make the sprite images standout and become useful, but I guess putting a base on all sprites would involve way too much work.


RE: Combat results firefight details

Posted: Fri Apr 24, 2015 5:09 am
by spelk
ORIGINAL: Erik Rutins
I can also say that the first update focuses on bug fixes and AI and performance improvements. Interface and quality of life improvements like those mentioned above will follow after that.

Its good to know some of the changes are coming - just a bit of a shame that the combat resolution zoom level is going to be a patch or two down the line.

That for me is the biggest issue, when the AI is moving around the zoom level is at the appropriate level, but when combat kicks off it zooms out to a distant jarring level. Much of the time the engagement arrows are not distinct enough to show which unit is firing at which.

I wanted to attempt a video AAR, but I can't really go ahead with the zoom level this distant. Perhaps I'll investigate the ability to add a 3rd party magnifier application to the proceedings? I suppose if I lowered my resolution, the problem would scale back a bit.


RE: Combat results firefight details

Posted: Fri Apr 24, 2015 5:28 pm
by Erik Rutins
I'll see if we can get these into the next update. Can't promise, but will try.

Regards,

- Erik