Any interface improvements?

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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Ubercat
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Any interface improvements?

Post by Ubercat »

I really want this title, but I can't seem to get through a game of DCWTP because of the backwards nature of assigning attacks. I managed to make it to about turn 5 of Case White and can't motivate myself to keep going.

It's just easier to select a unit, pick its attack type and target, and then hit the attack button when you're ready. Say, after assigning 2+ attackers against a single enemy unit.

The confusion is felt to an extreme when assigning air missions. You select your target, you bring up a list of available air units. Which should I send to bomb the target? It would be nice to have a quick and easy way to see where the air units are located and what their other potential targets are without several lengthy extra steps. After all, certain wings might be better sent somewhere else because they're the only units in range of another target.

Now, if we could select an air unit, see a range overlay, and then select a target within that range, voila! Quick and easy without wasting time and making Adolf sad.

Just because you CAN do something in a certain way is not sufficient reason to do it that way. If it isn't an improvement then why reinvent the wheel to be square? I don't think that because "it was done that way in Advanced Tactics" is a good enough reason either.

Am I making sense? If the DC games were the only games available, I'd grit my teeth and play them. But there are just too many good games around to suffer all the overhead involved with the interface. I'm not trying to troll here. I just want to see if I'm somehow doing it wrong or overlooking something. As it stands I just don't get the point.
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Erik Rutins
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RE: Any interface improvements?

Post by Erik Rutins »

Hi Ubercat,

There are quite a few interface improvements, both in terms of information management and in terms of reducing clicks. However, the basic method of attack is still that you select what you are attacking, then assign forces to the attack. I don't personally find this cumbersome and it makes sense when you are usually attacking with more than one unit. I haven't heard a lot of feedback on this previously so I'm not sure if others feel this way and are just not saying anything or if it's something that's a more personal preference for you.

Among the many interface improvements that were made, there are now range overlays for air units, artillery units, HQ ranges, supply ranges, etc. all shown on the map.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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Ubercat
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RE: Any interface improvements?

Post by Ubercat »

Well, that's something at least. Thanks for your reply, Erik. I'd love to hear from a few other players on this topic.
"I’m not convinced that faith can move mountains, but I’ve seen what it can do to skyscrapers." -William H. Gascoyne
WilliePete
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RE: Any interface improvements?

Post by WilliePete »

I can empathize with you over the confusion, but it's just something you need to get used to. I think the attack system is pretty ingenious - you select your target first, then assign what units are available to attack. This system works fine.

Regarding air missions, you simply need to keep in mind what type of mission is needed and the capabilities of each type of air formation you have. Each air group in DC is made up of different types of planes. For example, if your target is tank heavy, then you should pick an air unit that has Stukas. If its an infantry target, then pick an air unit with bombers, ect. Pay attention to the location of your air units and don't let then lag too far behind the front. It's as simple as that!

Case Blue apparently has some new features that will make things easier. I hope this helps!
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Duck Doc
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RE: Any interface improvements?

Post by Duck Doc »

^+1
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Hulker69
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RE: Any interface improvements?

Post by Hulker69 »

I hear you can reduce the UI to see more of the map. This is of particular interest to me, and a feature being brought into Warsaw to Paris as alluded to as part of Vic's "green text" here http://www.matrixgames.com/forums/tm.asp?m=3137033
Mark Hemns
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RE: Any interface improvements?

Post by Mark Hemns »

ORIGINAL: Hulker69

I hear you can reduce the UI to see more of the map. This is of particular interest to me, and a feature being brought into Warsaw to Paris as alluded to as part of Vic's "green text" here http://www.matrixgames.com/forums/tm.asp?m=3137033

Yes you can reduce the UI to see more of the map. The pictures below are shown at maximum zoom.

Before :

Image

After :

Image

Mark Hemns
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RE: Any interface improvements?

Post by Mark Hemns »

There are three different ways you can attack in Case Blue. All three require you to select the hex to be attacked first. Ground, Artillery and Air attacks are all handled the same way.

1. Select individual units – This method allows you to select every unit you want to participate in the attack or barrage individually on the map.

2. Use all available units – This method allows you to simply select every eligible unit to carry out the attack or barrage.

3. The “List” feature - Adding units to the attack can be done using the “List” feature, which will list all of the available units that can participate in the ground attack, artillery barrage, or air strike.


I haven't played Warsaw to Paris but I really like the way you set up attacks in Case Blue. I find that it works especially well in ground attacks where you are almost always attacking with more than one unit.
I mostly use the List feature for the following reasons :

1. It quickly allows me to see which units are eligible to take part in the battle.
2. It shows the various combat bonuses and stack limits involved in the attack.
3. I find it is a real time saver in the large campaigns.


It is a little harder for air attacks because the units involved could be almost anywhere on the map. However the UI in Case Blue makes it easier to visualise.

A couple of pieces of information have been added to the List screen which is shown below. This screen shows all the units that can participate in the air strike.

Underneath each unit is the name of the town where it is based and more importantly the distance from the unit to the hex being attacked. The list is sorted by distance from the targeted hex (closest first).

Hovering the mouse over a unit allows you to see what type of aircraft it is composed of.

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Regarding the tactical use of the various aircraft types :

FIGHTERS (JG)
Fighters are best used for reconnaissance, attacking enemy airfields and escorting bombers and dive bombers.

DIVE BOMBERS (StG)
Dive bombers are precision instruments best used against enemy artillery and tank concentrations. Dive bombers perform less well against troops with cover.

LEVEL BOMBERS (KG)
These are most effective against infantry and soft targets.

FIGHTER BOMBERS (SchG & ZG)
These aircraft can be use as a fighter or bomber but they are not as effective in either role as the dedicated units.

TRANSPORT (TC)
These aircraft can be used for paradrops, airlifts or supply via the air.
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SCAF
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RE: Any interface improvements?

Post by SCAF »

Here is a quote from Case Blue review at http://sugarfreegamer.com/?p=38802
“As I start to pan around the map, looking at the men under my control, I click on the Officers and notice that the units in their control are highlighted for easier identification and planning. The chit borders are painted with the colour displayed on the Officer’s HQ chit.”

I was wondering if this feature will be implemented in the final product.

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WilliePete
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RE: Any interface improvements?

Post by WilliePete »

Yes, this is is probably one the most requested features. It's also going to be implemented in the big patch for DCWtP.
- They That Sow The Wind, Shall Reap The Whirlwind -
WilliePete
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RE: Any interface improvements?

Post by WilliePete »

Sweet! It's cool to see all those Luftwaffe units, lots of choices! What does the thin line on the upper-right side represent? Thanks!
- They That Sow The Wind, Shall Reap The Whirlwind -
Mark Hemns
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RE: Any interface improvements?

Post by Mark Hemns »

ORIGINAL: WilliePete

Sweet! It's cool to see all those Luftwaffe units, lots of choices! What does the thin line on the upper-right side represent? Thanks!

The small bar to right shows Readiness.
Readiness state is always present on the counter since it plays a major role in offensive operations. It is unwise to attack with low readiness. In a defensive role, readiness is important as well, but not as much.

The large bar to the left shows Integrity.
Unit integrity shows you how much of the troops in the unit’s OOB are actually present within that unit. It does not influence combat, but it does influence the chance the unit will break in combat.
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