Curtis Lemay
Posts: 5714
Joined: 9/17/2004 From: Houston, TX Status: online
|
quote:
ORIGINAL: ricroma 1.1) Is there a way to slow down the "Resolve all attacks" phase (and the enemy phase)? I mean, I just see a bunch of counters doing stuff, someone moves, someone get strange circles on their hexes, the information shown in the lower box goes so fast that is impossible to follow. I really don't understand if things are going good or bad. Not that I can change the facts, but at least I can understand better. As the first post noted, be sure you have the CAPS LOCK key OFF. In the Opart 3.ini file, be sure that Nodelay = N In the Set Advanced Game Options Page 2 dialog, be sure the Detailed Combat Reports is set to On. quote:
1.2) Support units and Airplanes. The ones that are not assigned DIRECTLY to an attack (though the "plan attack" screen) will partecipate in ALL other attacks going on (of course with a penalty)? What I mean is this: planned attack with 3 ART batteries in range: Scenario A) I don't commit any battery to the attack => all 3 batteries partecipate with a penalty; Scenario B) I commit 1 battery to the attack => only that one partecipates with no penalty; Scenario C) I commit 1 battery to the attack => 1 battery partecipates with no penalty, the other 2 partecipate with penalty and will partecipate also to other attacks in their range. Whether the artillery participates depends upon their cooperation with the ground forces - they must have full cooperation. Air units don't require that, but their performance is affected if they participate in a combat that they don't have full cooperation for. Furthermore, they will tend to support the earliest combats, which tend to be the simplist - and least in need of support. Since they are subject to AAA, they tend to drop out after no more than one attack. Therefore, I make sure to directly assign air units set to CS. But, there will be exceptions, of course. Note that there is no "penalty" for indirect participation. Rather, only half strength is applied - but only half supply cost is deducted as well. Since artillery can end up participating in multiple combats indirectly, its cumulative performance may be more impactful that way. quote:
1.3) Supply and Reinforcements. Is there a way to understand if my units are in supply at a glance? I mean, without cliking on every single unit and check their status. The same goes with reinforcements: how I can understand which units are in need of reinforcement? And can I determine if they will receive the reinforcements? I know there's the reinforcement and supply pools, but I cannot quite figure it out. To me it only say something: "Ok, we have a bunch of stuff". On the Control Panel you will see a supply symbol. It has three states: Invisible (no display at all), Sources (just the supply points are shown), and Trace. The "Trace" option shows the supply levels in every hex. The colors indicate who can trace to that hex (Red - just the Red side; Blue - just the Blue side; Yellow - both sides). The numbers show how much supply can be traced to the hex. If there is no friendly supply level in the hex, then the hex is unsupplied - as are any units in the hex. I assume you mean replacements, not reinforcements. The replacement system is automatic and requires no player action. Replacements are received and assigned to units during the interturn calculations. quote:
1.4) Playing the DDAY scenario sometimes happens something strange. I move a unit and slick the right button to plan an attack. BUT the unit attacks right away... I don't get it. Back to that Set Advanced Game Options Page 2 dialog: The "Menu Show Delay" setting is how long you have to hold the right mouse button down to get a movement/combat option. Faster than that and the game automatically chooses the most likely option for you. Note: If you set the delay to 1, the feature is turned off. quote:
2) Technical help. While I REALLY like the maps and counters, is there some way (a mod maybe?) that make the interface less... how can I say... 90s looking? Not a huge thing, but just a nice addittion. Ah, and another thing: my game seems quite lagging, especially when moving the map around and zooming in or out. Again, not a huge issue, I can live with that, but if you can give me some advice to improve performance, it will be really appreciated. Are you using the .png counters and map tiles? They are more recent than the .bmp ones. Again, the use of this is set on that same Set Advanced Game Options Page 2 dialog: Support PNG Graphics. As for performance, that's up to your equipment. Be sure you have as much memory and virtual memory available as possible. Do note that you can move around the micromap quicker than the main map.
< Message edited by Curtis Lemay -- 6/6/2012 11:27:29 PM >
|