Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Battle Messages

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Battle Messages Page: [1]
Login
Message << Older Topic   Newer Topic >>
Battle Messages - 1/19/2001 11:35:00 AM   
rfox

 

Posts: 43
Joined: 1/14/2001
From: Chicago, IL
Status: offline
I have a question relating to the time interval that combat result messages flash up on the screen for. I have discovered that I can skip the remainder of the "Op Fire" delay by pressing the escape key. That way I don't have to sit through 10 painful seconds of delay while the "Op Fire" timer runs out. With combat messages, I either set the message interval to an extremely slow speed or far too fast where I can barely read the message before it flashes off of the screen. Another problem I'm having is that when I set the message delay to a higher number, not only does the message sit on the screen for an extremely long time, but there is also a delay between the initial message informing you that a shot is taking place and the combat results. So, for each shot, there are three delays. This can make for extremely long turns. Is there a way to "escape" out of a combat message once you have read it? Also, why is there such a long delay between the initial message and the combat results message? Also, here is another unrelated question. At what size do you prefer to set the unit icons? I'm just curious. The small size (unit icon size 3) seems to offer a greater perspective relative to static landmarks such as trees and buildings, but the largest size allows you to see the direction the armor turret is facing, etc. (more unit detail). Thanks in advance for any responses. ------------------ ------------- Rob

_____________________________

Rob
Post #: 1
- 1/19/2001 9:53:00 PM   
panzerfist

 

Posts: 60
Joined: 9/14/2000
From: fresno, ca
Status: offline
as far as message flash and opfire time, i adjust them on the preferences screen to my liking. i have my opfire at about 5 seconds which i like because it takes about that long to read the opfire message (who is firing at what) and for me to decide if i want to take the shot. im not sure off hand what my message time is. i just go in there and play around with it until its at a pace that i like. it would be advisable to go to preferences tho and fiddle around with them. as far as icon size, i like to go with the largest. i enjoy the detail and if i want to see the map, i can always zoom out. p/f/

_____________________________


(in reply to rfox)
Post #: 2
- 1/19/2001 10:00:00 PM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
If you hit "n" or the right mouse button (I think its left for yes, right for no...double check :-) the OPfire will will go away. There is no need to wait the full time if you don't want the shot! THe other delays are the way it is programmed to give you time to see each message. Many key events are logged now in the combat results message area - the full biffer for which you can get at with an F key.

_____________________________


(in reply to rfox)
Post #: 3
- 1/19/2001 10:14:00 PM   
rfox

 

Posts: 43
Joined: 1/14/2001
From: Chicago, IL
Status: offline
Thank you for the replies. I have fooled around with the settings on the preferences page, but I juat can't seem to find the right balance. The "Message Delay" setting seems to control three separate delays: the initial firing message with percentage hit chance, the pause between, and the results message (if any). So, if I set the message delay to 7 seconds, there is a full 21 seconds that must pass for each combat resolution (assuming that there are combat results that need to be reported). That can make for very long turns when you have a hundred or so units on the board. I enjoy being able to read each combat message as the calculation takes place. I just wish there was an escape feature for the combat messages as there is for the op fire message. I use the op fire escape key quite often, and it does speed up the AI turn. Thanks! ------------------ ------------- Rob

_____________________________

Rob

(in reply to rfox)
Post #: 4
- 1/19/2001 11:08:00 PM   
Paco

 

Posts: 28
Joined: 11/19/2000
From: SF
Status: offline
I've always kept my msg delays very low or simply off. I like the fast gameplay and I don't find the information valuable enough waiting for. I would however like to have the info at sometimes, without losing the speed. Wouldn't it be wiser to have a little msg-box in the bar at the bottom of the screen, which would be open at all timed?

_____________________________


(in reply to rfox)
Post #: 5
- 1/19/2001 11:12:00 PM   
rfox

 

Posts: 43
Joined: 1/14/2001
From: Chicago, IL
Status: offline
Paco: That's a very good idea. In fact, I've wondered why most if not all of the combat messages are posted in the message box at the bottom of the screen. Then, you could pause the game and go back and read any messages you want plus save a ton of time. To any developers who read this: would it be possible to incorporate this feature? It doesn't seem that difficult, given that messages already appear in the message box as is. ------------------ ------------- Rob

_____________________________

Rob

(in reply to rfox)
Post #: 6
- 1/20/2001 7:58:00 AM   
kao16

 

Posts: 311
Joined: 4/10/2000
From: Christchurch, New Zealand
Status: offline
Firstly: For this message box, are teh messages saved in a file that we could look at after a battle? (if so what is its name?) A battle log would be nice. something that gave turn, side, what is happening (similar to message box) data on x shoots at y using weapon z plus prob and then penetration/ combat result. If nothing else it means you can play without having to set a message delay long enough to read the same info when it appears.

_____________________________


(in reply to rfox)
Post #: 7
- 1/20/2001 10:12:00 PM   
Paco

 

Posts: 28
Joined: 11/19/2000
From: SF
Status: offline
I'm not sure if you got me right... There's not that kind of msg-box in the bottom bar as of yet, and that is one with "mouseover-msgs" and "opfire-msgs". However, since the 4.5 version included ads, it might not be enough room for more msgs, but I really think that Matrix should consider this feature.

_____________________________


(in reply to rfox)
Post #: 8
- 1/20/2001 10:57:00 PM   
Slayer

 

Posts: 63
Joined: 11/26/2000
From: Toronto, ON, Canada
Status: offline
If I remember correctly, SP1 showed the hit percentage at the top of the screen WHILE the shot was being fired, and the result stayed around afterwards. I always liked that, because I got to read the information that was important to me, without it taking too long.

_____________________________


(in reply to rfox)
Post #: 9
- 1/21/2001 12:06:00 AM   
Warhorse


Posts: 5712
Joined: 5/12/2000
From: Birdsboro, PA, USA
Status: offline
I set the one on the top set(message delay?) at 120, the one on the bottom right,(combat display?), at 70. I'm at work w/o the game in front of me, so not sure if these are exact locations, or correct names. Anyhow, goes pretty fast with these settings, almost too fast! ------------------ Mike Amos Meine Ehre Heisst Treue

_____________________________

Mike Amos

Meine Ehre heißt Treue
www.cslegion.com

(in reply to rfox)
Post #: 10
- 1/21/2001 12:07:00 AM   
rfox

 

Posts: 43
Joined: 1/14/2001
From: Chicago, IL
Status: offline
Paco: I understood what you were saying. What I'm referring to when I say "message box" is the portion of the screen they currently use to post significant combat results. It would be nice if that had something like a scroll bar, and recorded not just significant results, but any combat messages including percent chance to hit, fire results, bombardment results, etc. That way you could pause the game and go through and read results when you need to without needing to adjust any "message delay". By the way, I read in the manual that the game does have a pause feature, but I haven't been able to use it. I assume that you should be able to pause the game during the AI turn, correct? ------------------ ------------- Rob [This message has been edited by rfox (edited January 20, 2001).]

_____________________________

Rob

(in reply to rfox)
Post #: 11
- 1/22/2001 12:27:00 AM   
Major Destruction


Posts: 881
Joined: 8/10/2000
From: Canada
Status: offline
In the preferences screen look for "Live Delay". This controls the period of time that a message takes to appear on your screen. The default is 200 - 2 seconds IIRC (I never use that) I set my Live Delay to 5. This allows me just enough time to switch my attention from the unit to the message box. Now look for "Message Delay". This controls the period of time that the message remains viewable on the screen. The default is set to 10 - 1/10th of a second IIRC. The default settings are such that you wait 2 seconds to see a message that flashes off before youy have time to read it. I set my Message Delay to 120. 180 is longer, allowing for a better read, but 120 does not delay the game as much. You may like to experiment with settings in the range 120-180. For opfire in online games I like 3 seconds. For games against the AI I like 1 or 2 seconds- This keeps my attention high. Icon size 3. I like the scale of the icons relative to the roads and buildings.

_____________________________

They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.

Julius Caesar, 57 BC

(in reply to rfox)
Post #: 12
- 1/22/2001 12:56:00 AM   
rfox

 

Posts: 43
Joined: 1/14/2001
From: Chicago, IL
Status: offline
Ah! That does make sense. I thought that "Live Delay" referred strictly to the amount of time the pop-up messages regarding hex info took to come up, not combat messages as well. Major D: What you were describing is exactly what I was experiencing when I first began playing; the messages would flash up there for a microsecond and then there would be this loooong delay between messages. Torture. I'll give the "Live Delay" setting a try and see if that helps. I had left it on the default setting. I, too, enjoy the icon size of "3". The scale seems far more realistic. The only troubling thing about that icon size is that you can't see the detail of the turret on the tanks very well, so it's difficult to tell whether your unit facing is in good shape. Thanks to all of you for your replies! Much appreciated! ------------------ ------------- Rob

_____________________________

Rob

(in reply to rfox)
Post #: 13
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Battle Messages Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.203