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Opponents moves

 
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Opponents moves - 3/26/2012 2:25:45 PM   
Edfactor


Posts: 98
Joined: 6/13/2008
From: Dallas
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Will you get a list or reply or something of your opponents moves? Because of the pan and scan way of looking at the map, I can see missing something important like a para trooper and a longrange ATR or a marine division moved somewhere on a cruiser.
Post #: 1
RE: Opponents moves - 3/26/2012 6:31:15 PM   
Shannon V. OKeets

 

Posts: 18155
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: online

quote:

ORIGINAL: Edfactor

Will you get a list or reply or something of your opponents moves? Because of the pan and scan way of looking at the map, I can see missing something important like a para trooper and a longrange ATR or a marine division moved somewhere on a cruiser.

I am not sure how to handle that.

There are conflicting demands on what appears on a player's screen: (1) he might want to see what his opponent sees, or (2) he might want to be examining something else and not be interrupted. There is also the problem of when several people are making moves on the opposing side, which major power's move do you see?

My original intent was to enable a 'replay' of moves, but that feature has been moved onto the ever-growing wish list for the future.

Anything that creates a land combat isn't going to be missed since there is the decision about notional units which precedes other possible responses by the non-phasing side (e.g., shore bombardment and ground support). Also, all impending land combats are indicated graphically.

But as for your opponent sneaking units around by sea, I have no ready solution.




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Steve

Perfection is an elusive goal.

(in reply to Edfactor)
Post #: 2
RE: Opponents moves - 3/26/2012 8:47:34 PM   
Centuur


Posts: 2933
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline

quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Edfactor

Will you get a list or reply or something of your opponents moves? Because of the pan and scan way of looking at the map, I can see missing something important like a para trooper and a longrange ATR or a marine division moved somewhere on a cruiser.

I am not sure how to handle that.

There are conflicting demands on what appears on a player's screen: (1) he might want to see what his opponent sees, or (2) he might want to be examining something else and not be interrupted. There is also the problem of when several people are making moves on the opposing side, which major power's move do you see?

My original intent was to enable a 'replay' of moves, but that feature has been moved onto the ever-growing wish list for the future.

Anything that creates a land combat isn't going to be missed since there is the decision about notional units which precedes other possible responses by the non-phasing side (e.g., shore bombardment and ground support). Also, all impending land combats are indicated graphically.

But as for your opponent sneaking units around by sea, I have no ready solution.




Ahh... The fog of war appearing...

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Peter

(in reply to Shannon V. OKeets)
Post #: 3
RE: Opponents moves - 3/27/2012 6:43:49 AM   
paulderynck


Posts: 4036
Joined: 3/24/2007
From: Canada
Status: offline
quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Edfactor

Will you get a list or reply or something of your opponents moves? Because of the pan and scan way of looking at the map, I can see missing something important like a para trooper and a longrange ATR or a marine division moved somewhere on a cruiser.

I am not sure how to handle that.

There are conflicting demands on what appears on a player's screen: (1) he might want to see what his opponent sees, or (2) he might want to be examining something else and not be interrupted. There is also the problem of when several people are making moves on the opposing side, which major power's move do you see?

My original intent was to enable a 'replay' of moves, but that feature has been moved onto the ever-growing wish list for the future.

Anything that creates a land combat isn't going to be missed since there is the decision about notional units which precedes other possible responses by the non-phasing side (e.g., shore bombardment and ground support). Also, all impending land combats are indicated graphically.

But as for your opponent sneaking units around by sea, I have no ready solution.


Vassal has a preference setting that is "Center on Opponent's moves?". If turned on, then the map moves to where the opponent is doing something. It does not constantly re-center (that would be annoying), but only shifts and centers on it if what he does is off-screen.

Personally I leave that setting off because it seems to drag me off somewhere right when I'm concentrating or examining part of the map and would rather not be interrupted. I think the only fix for this is to take some time to look over the board before your own next move.

Also sitting and watching every single move of your opponent can get quite boring quite quickly, especially if they can't make up their mind for awhile and are using the "undo" function a lot. At least with MWiF you won't have to worry about them forgetting a weather zone is mud and making a bunch of moves off-screen that are illegal.


< Message edited by paulderynck -- 3/27/2012 6:44:52 AM >


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RE: Opponents moves - 3/28/2012 2:05:40 AM   
yesman68

 

Posts: 16
Joined: 8/23/2007
Status: offline

quote:

ORIGINAL: Shannon V. OKeets


quote:

ORIGINAL: Edfactor

Will you get a list or reply or something of your opponents moves? Because of the pan and scan way of looking at the map, I can see missing something important like a para trooper and a longrange ATR or a marine division moved somewhere on a cruiser.

I am not sure how to handle that.

There are conflicting demands on what appears on a player's screen: (1) he might want to see what his opponent sees, or (2) he might want to be examining something else and not be interrupted. There is also the problem of when several people are making moves on the opposing side, which major power's move do you see?

My original intent was to enable a 'replay' of moves, but that feature has been moved onto the ever-growing wish list for the future.

Anything that creates a land combat isn't going to be missed since there is the decision about notional units which precedes other possible responses by the non-phasing side (e.g., shore bombardment and ground support). Also, all impending land combats are indicated graphically.

But as for your opponent sneaking units around by sea, I have no ready solution.





Sounds to me like fog of war without any need for artificial fog of war rules. Personally I don't see any need for a replay of opponent moves. Players simply need to be vigilant in reviewing the map.

Dan

(in reply to Shannon V. OKeets)
Post #: 5
RE: Opponents moves - 3/28/2012 7:39:56 AM   
Harold251

 

Posts: 4
Joined: 3/17/2012
Status: offline

I am not sure how to handle that

(in reply to yesman68)
Post #: 6
RE: Opponents moves - 3/28/2012 2:03:11 PM   
Taxman66


Posts: 132
Joined: 3/19/2008
Status: offline
How about a way to highlight specific (important) unit types so that they show up (e.g. a bright blip) on very high level map settings. Specifically, I'm thinking PARA, MAR, AMPH (or TRANS without Amhpib rule) units.

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(in reply to Harold251)
Post #: 7
RE: Opponents moves - 3/28/2012 6:55:20 PM   
Shannon V. OKeets

 

Posts: 18155
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: online

quote:

ORIGINAL: Taxman66

How about a way to highlight specific (important) unit types so that they show up (e.g. a bright blip) on very high level map settings. Specifically, I'm thinking PARA, MAR, AMPH (or TRANS without Amhpib rule) units.

Actually, that I believe is the solution - and it doesn't involve any work by me.

The Units Review form lets a player locate all units of a specific type, as shown in these screenshots.




Attachment (1)

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Steve

Perfection is an elusive goal.

(in reply to Taxman66)
Post #: 8
RE: Opponents moves - 3/29/2012 2:21:54 PM   
bommerrang


Posts: 126
Joined: 3/21/2010
Status: offline
Excellent!!! Can't wait until the summer to see this game.

(in reply to Shannon V. OKeets)
Post #: 9
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