From: Bedfordshire UK
Fleet movement: really lacking in visual feedback on movement for starters: you choose a fleet, click Move Fleet, and then assume that the purple (in the skin I'm using anyways) is the overlay that indicates possible movement... except that you can only move to certain markers on the map. And why there's a separate sub-menu for movement? No clue. Why aren't the fleets treated like any other unit? When you finally figure that part out (I gave up looking in the manual after not finding basic information on several occasions), the action is instantaneous: there's no on-screen visual clues that the move actually happened; I had to do a double-take to see if it actually occurred. Convoys is similarly bad: you create a New Convoy, the hover text says to click on yellow circles, but the screen itself gives no audio or visual feedback when you're clicking on incorrect locations like ports.
Fleet movement, I find is quite straight forward, there is no direct feedback, but it all works OK. The purple hex highlight, when you select a sea zone, is just a diversion to the actual fleet move. You are simply moving fleets into one of the sea zone markers, which are highlighted as in range. There is only ever one unit icon for all the fleets in any one sea area and the unit icon does not always show the most important fleets, so it is of little value when more the one fleet is there, it's gets even more complicated when fleets of other allied nations are in the same sea zone. The one unit icon does not necessarily even indicate the colour of the fleet you are looking for (a French fleet may be in a sea zone where a British unit icon shows), so hovering the mouse over the sea zone marker brings up the info box showing how may of each type of fleets for each faction is in the sea zone, you can then click the sea zone marker for a closer look, if necessary.
I am using the original ocean graphics from SoP (not the SoP map preference now in ToF), which I find are easier to work with, for fleets and convoys and I see that they have been chosen for 'Strategic War in Europe', so it would seem a good map option to add to the standard preferences in ToF. On the Agent S Retro Map preference, the ports and sea zones become very clear, using the SoP ocean graphics.
To modify graphic ToF files yourself requires 'Gimp 2', a drawing tools to change the require game files, available as a free download on the net, or copy the work already done.
I am making a lot of use of the unit management window, rather than always cycling through units on the map, with the ability to list different classes of unit, from ground, naval and air, you can quickly check unit status on supply, commanders, etc., and using select, 'goto' any unit you need to deal with. Clicking on the top 'Name' box you can reshuffle the order of the list, using the unit rename feature your can choose names which will be easier to spot in the list (e.g. setting up sequential sub fleets - XXX01, XXX02, XXX03, etc., although it doesn't always hold the order in the list, they are easier to pick out), or rename/renumber units for the area, or tasks, you will have for them, add notes into the name as a reminder (Group name- HMS Rodney-in dock Gib).
There is a lot you can do to put information, or organisation, into the unit management lists, which you can then quickly scan through turn by turn).
The manual can be sparse on these issues, which makes it into a voyage of discovery, which has some perverse enjoyment. There are some games which have huge detail and information, but that is not how it was, Patton and Guderian where not good generals because they had complete information on the status, position and movement capabilities of all of their units, they had to cope with much uncertainty, so I find that some of the mystery in the game adds to the realism. Well that's my POV anyway.
< Message edited by Rasputitsa -- 9/8/2012 3:04:55 PM >
"We have to go from where we are, not from where we would like to be" - me