PKH
Posts: 147
Joined: 11/17/2011 Status: offline
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quote:
As junk mentioned above. M for Menu -- Options -- check on Auto Save AP's for firing. I'm aware of this, but it only sets the mode at the start of the turn for all units. You can't use this to switch default mode during a turn. I think a modifier key to override the default 'save ap for fire' mode would work quite well. quote:
Select a platoon and press the "Highlight Organization" button at the bottom of the screen, to the right of the binoculars. This is what I'm using, but it doesn't show sibling units. It only shows units and their HQ. Before the HQ shows up, I have to go into the unit detail (f2) to find out find out where it belongs. I want to be able to tell f.ex. which units belonging in the same batallion before the batallion HQ shows up. Highlighting siblings like that with a different color would do this. quote:
The maximum number of SP's that can gain the benefits from road travel is 12 SP's. If you are trying to send more than 12 SP's down the road, it will default to the terrain type. ie, a forest, which is 65 AP's. I'm aware of this as well. The problem is that a lot of the roads have trees growing in the middle of them, and it seems to cost as much to move through these hexes as to move though woods. Another couple of things which I would change: - The prompt at the start of the turn should be possible to disable, or have it show up as a text log on the screen. The same with the reinforcements dialog which shows up. - The combat results dialog would be better as a scrolling onscreen text log. The dialog, although it can be skipped with space gets quite annoying. - It shouldn't cost AP's to mount and dismount units during the mission setup fase. You can freely move them, but mounting costs AP. quote:
As junk mentioned above. M for Menu -- Options -- check on Auto Save AP's for firing. I'm aware of this, but it only sets the mode at the start of the turn for all units. You can't use this to switch default mode during a turn. I think a modifier key to override the default 'save ap for fire' mode would work quite well. quote:
Select a platoon and press the "Highlight Organization" button at the bottom of the screen, to the right of the binoculars. This is what I'm using, but it doesn't show sibling units. It only shows units and their HQ. Before the HQ shows up, I have to go into the unit detail (f2) to find out find out where it belongs. I want to be able to tell f.ex. which units belonging in the same batallion before the batallion HQ shows up. Highlighting siblings like that with a different color would do this. quote:
The maximum number of SP's that can gain the benefits from road travel is 12 SP's. If you are trying to send more than 12 SP's down the road, it will default to the terrain type. ie, a forest, which is 65 AP's. I'm aware of this as well. The problem is that a lot of the roads have trees growing in the middle of them, and it seems to cost as much to move through these hexes as to move though woods. Another couple of things which I would change: - The prompt at the start of the turn should be possible to disable, or have it show up as a text log on the screen. The same with the reinforcements dialog which shows up. - The combat results dialog would be better as a scrolling onscreen text log. The dialog, although it can be skipped with space gets quite annoying. (edit: I've found out it can be disabled thank the gods) - It shouldn't cost AP's to mount and dismount units during the mission setup fase. You can freely move them, but mounting costs AP. - There should be an option for reinforcements to always show up mounted/loaded in their vehicles. - As long as someone in a stack can shoot, I should be able to shoot without having to deselect units which have too low ap or have too short range. Also, the range shown should be the longest available in the stack. - I'd like an option to select the minimum days between missions (up to at least 30) in the dynamic camapaigns to speed up the progress in the long dynamic campaigns. And some more which would make the UI a lot more efficent: - The whole 'reserve ap for X' could just be thrown out and replaced with different color overlays. F.ex. Green where you can move & shoot, and red for max movement. For carriers green could be max move & unload, yellow - max move & shoot, red - max movement. - The move/fire toggle could be thrown out as well. Moving the cursor over an enemy should default to attack on right click. Have a toggle like ctrl to add to an assault instead. - It should also copy the unit placement system from steel panthers where selection automatically passes to the next unit when placing a unit, with options to go to next/prev unit and next/prev formation. I'm starting to wonder if the designer was trying to see how much clunkyness he could shoehorn into this game.
< Message edited by PKH -- 1/18/2013 10:32:18 AM >
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