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Suggestion
Posted: Mon May 22, 2000 12:22 pm
by O de B
I really don't know if it would be difficult to implement but could the 'message delay' be adjusted to the message length ?
I mean, it woud be great if a 4 line message (like a shot report) is displayed 4 times longer than a 1 line message (like arty or rally messages) ...
I 'd love to read completely the penetration data on one shot, but setting the message delay to 400 really slows the game at end turn, with rally and arty ...
Thanks
Posted: Mon May 22, 2000 2:04 pm
by headhunter
I agree, would be nice.
Additionally I would like to have different message delays for different message types (firing, hit, arty, rallying ...)
Speaking of rallying messages:
With auto-rally on, while rallying occurs, you are looking at a fixed location of the battlefield and lots of messages like these appear:
> Sgt.Stump lowers suppression
> 1Lt.Krafft rally attempt fails
...
In my oppinion, it would be more entertaining and more informative, if the view of the battlefield changed to show the corresponding unit and this unit were highlighted.
The message format could be changed to something like
> Sgt.Stump lowers suppression (8/4)
The numbers in this example would represent suppresion before and after the rally attempt.
[This message has been edited by headhunter (edited 05-22-2000).]
[This message has been edited by headhunter (edited 05-22-2000).]
Posted: Mon May 22, 2000 6:18 pm
by Larry Holt
I'd like to have a hot key to replay the last message.
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An old soldier but not yet a faded one.
Posted: Mon May 22, 2000 6:27 pm
by Pack Rat
Excellent ideas !!
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Good hunting,
Pack Rat
Posted: Mon May 22, 2000 6:38 pm
by renwor
Originally posted by O de B:
I really don't know if it would be difficult to implement but could the 'message delay' be adjusted to the message length ?
I mean, it woud be great if a 4 line message (like a shot report) is displayed 4 times longer than a 1 line message (like arty or rally messages) ...
Thanks

Wonderfull!!! thats exactly what I thought off, just did't came up with number of lines = message delay multiplicator
Please, please
Posted: Mon May 22, 2000 9:50 pm
by AStott
I think a good way to handle messages would be as follows:
Set up a message delay time. This would work exactly as it currently does. Then, if the user presses any key, or clicks the mouse while the message is up, cause it to close the message.
Another thing that would really help the amount of time it takes to replay turns would be to allow the sounds to be interrupted. That way, you don't have to wait for an entire sound to play before moving to the next event. In fact, you could start playing the sound when the pre-shot message comes up, rather than after that message closes. That alone would just about cut the replay time in half.