Zoom in/ zoom out? UI? (Full Version)

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baboune -> Zoom in/ zoom out? UI? (1/6/2008 10:38:58 PM)

A zoom in zoom out function (+/-) would be great! The default view (map) is quite limited.




baboune -> UI improvements? (1/6/2008 11:02:03 PM)

Arrows (or dots or something) indicating a unit start, and moves.




baboune -> RE: UI improvements? (1/6/2008 11:04:25 PM)

Some way to go through the units that needs to forage or be paid for.

It is nice to auto-forage some units but kinda hard to find on the map which units need to forage.




Grapeshot Bob -> RE: UI improvements? (1/6/2008 11:14:46 PM)


quote:

ORIGINAL: baboune

Some way to go through the units that needs to forage or be paid for.

It is nice to auto-forage some units but kinda hard to find on the map which units need to forage.



Yah, this kinda bugs me too.

Units that need forage get a yellow border, if you don't know already.

It would be nice if the game either listed them in the dialog window or there was a function that would put the map view over the unit that needs forage . A button to go to the "next" unit (like the way the system will put the map over any combats) would be sweet.


GSB




baboune -> RE: UI improvements? (1/6/2008 11:17:44 PM)

Economic manipulation... The current display makes it very hard to see the effects of economic manipulation. The board game table was much easier to read.




baboune -> RE: UI improvements? (1/6/2008 11:26:00 PM)

Economic phase...  Is it possible to have a detailed list of all the costs?  For example I would like to see which ports traded and the trade generated (you can not see the value on the maps once you have units), or why my units maintenance is this or that, etc.

The current information is too limited.

Unit building: icons are ok but text under the icon indicating the unit tye would be great.




baboune -> RE: UI improvements? (1/6/2008 11:30:57 PM)

Some sort of news bulletin pop-up when a war is declared would be nice.

Or some way to filter the logs.




gwheelock -> RE: UI improvements? (1/6/2008 11:57:08 PM)


quote:

ORIGINAL: Grapeshot Bob


quote:

ORIGINAL: baboune

Some way to go through the units that needs to forage or be paid for.

It is nice to auto-forage some units but kinda hard to find on the map which units need to forage.



Yah, this kinda bugs me too.

Units that need forage get a yellow border, if you don't know already.

It would be nice if the game either listed them in the dialog window or there was a function that would put the map view over the unit that needs forage . A button to go to the "next" unit (like the way the system will put the map over any combats) would be sweet.


GSB



Use the "Unit Report" screen to see what still needs to (or must) forage.

[image]local://upfiles/27656/B35CAFD4DC7E475C8E5FCC557FB9F686.jpg[/image]




baboune -> RE: UI improvements? (1/7/2008 1:30:36 AM)

Actually it would be nice to have a genaral report for your actions without having to go thru the logs.

Example: Alliances, peace, etc.

Supply, it would be good to have "on the main screen" the $ to pay for "normal supply"... 

And yes I am aware of the unit report.  It is not good enough.  I like visual information.  The unit report suggest that I know each area of the map which I do not.




baboune -> RE: UI improvements? (1/7/2008 1:34:28 AM)

I guess the point that bugs me the most is probably not being aware of what is going politically and tactically.  The logs are not easy to read and clearly not user friendly. 

I would  like to have a way of listing:
+ all land/naval combats and be aware of the results.
+ all political actions that succeeded
+ all DOWs

Without trying to scroll thru the logs...  It is very painful... Even with the enhanced logs (double click on small window)...






zaquex -> RE: UI improvements? (1/7/2008 2:08:52 AM)

Could we during the Economic phase get the possibility to borrow money to free states on the buy army factor screen so you dont have to close and open so many times.

Or even better combine the army and navy buy screens with the borrow/give money to create a single page to deal with that minor, would be great.




Grapeshot Bob -> RE: UI improvements? (1/7/2008 4:05:40 AM)


quote:

ORIGINAL: gwheelock

Use the "Unit Report" screen to see what still needs to (or must) forage.

[image]local://upfiles/27656/B35CAFD4DC7E475C8E5FCC557FB9F686.jpg[/image]



Cool.

So "Normal Supply" doen't mean than the unit doesn't need to forage? It means that it needs to forage?

I thought "Normal Supply" meant that the unit didn't need to forage bacause it had a supply train (or something) feeding it.



GSB




gwheelock -> RE: UI improvements? (1/7/2008 5:46:02 AM)

No - what I was trying to say is that the stuff listed as either "Normal Supply" (being paid for) what you would want to look at if you want to cut you forage costs (manually FORAGE some of these in good areas instead of paying for them if you feel lucky)

I didn't have any "Out of Supply" units; but anything listed under that you would want to
look at putting in a new depot (if you can).




baboune -> RE: UI improvements? (1/7/2008 9:45:55 AM)

Note that still does not show the supply costs.

Two other things that come to mind:
+ A forage value being displayed before making the roll for forage.  I know EiA pretty well, but it would be easier if a corps/garrison forage value was displayed before doing the roll.
+ When hovering over a stack of corps it would be good to display the stack factors (xx /I xx/M xx/C xx/G xx/A xx/F xx/Ck etc.) and morale.





Soapy Frog -> RE: UI improvements? (1/7/2008 7:13:23 PM)

Baboune makes excellent points, the games feedback on these points is not clear, and not well done.

Just adding the supply cost to the Unit report would be a huge step forward.




Mynok -> RE: UI improvements? (1/7/2008 7:39:55 PM)


Hit autoforage. You will see the total supply cost for normal supply in the message box on the main window. If it's too expensive, go to the unit list and manually forage units marked Normal Supply. Just click on the unit in the list and hit the goto button to go directly to the unit on the map.

It would definitely be handy to have the impending "Normal Supply" cost on the unit list.




Grapeshot Bob -> RE: UI improvements? (1/7/2008 9:14:14 PM)

quote:

ORIGINAL: baboune
+ When hovering over a stack of corps it would be good to display the stack factors (xx /I xx/M xx/C xx/G xx/A xx/F xx/Ck etc.) and morale.



This is a very good idea. A hovering over a stack would show the whole stack and any leaders. Perhaps with the unit icons (I, M, C, etc.) as well as the various factors and morale. Maybe even the forage status?


GSB




baboune -> RE: UI improvements? (1/7/2008 10:44:05 PM)

Looking at the mods seems that a lot can be achieved there... might be that the solution lies in extensive moding?




baboune -> RE: UI improvements? (1/7/2008 10:51:34 PM)

There is got to be something done on the logs.

I discovered during the land phase that Turkey had surrendered to me.

Took me 5 minutes to find it  in the logs :)





Marshall Ellis -> RE: UI improvements? (1/7/2008 10:52:45 PM)

We have added a news banner function that should collect diplomatic highlights and allow you to see them repeatedly in thge 1.01 patch.




Soapy Frog -> RE: UI improvements? (1/7/2008 11:16:35 PM)

Regarding sieging. Maybe this is just me but I find it very easy to forget to "Move into the city" during land move to have an opportunity to assault.

What is the purpose of requiring this move anyway, shouldn't an unopposed corps in the same area as an enemy garrisoned city automatically get a chance to assault?




baboune -> RE: UI improvements? (1/7/2008 11:43:51 PM)

Another nice improvement would be to have a naval construction report.

I build ships regularly but I can not find in any reports how many and where?  Am I missing it?




baboune -> RE: UI improvements? (1/8/2008 12:08:18 AM)

Other UI improvements:
+ Enemy report showing the different fleet forces.
+ Make it possible to browse through an enemy fleet stack (sometimes it works sometimes it does not)




Grognot -> RE: UI improvements? (1/8/2008 12:09:25 AM)

There's an icon on the port -- one when there are ships in construction, and a different one when there are ships ready.  Click the area, and in the little window at the bottom where it lists the ship production schedule for that port, the available ones will be highlighted.

A global summary might be useful, 'tho.

If you click to end a reinforcement phase with unassigned ships, it'll prompt you as to whether you'll want to go back and add them -- but you won't automatically lose them if you don't.  (You can still lose them, if you lose control of the port).




Murat -> RE: UI improvements? (1/8/2008 12:10:31 AM)

Hey, thanks for posting the same thing across 2 threads. This is already in the game.




baboune -> RE: UI improvements? (1/8/2008 1:05:03 AM)

humm...I finally found the list of ships constructed in one port. As far as I can tell it only shows a maximum of three lines... a bit limited and not really user friendly.

Other improvements:
+ Include ships being built with their location in some report window.
+ Why not add it to the upcoming reinforcements report?

Murat, you say it is already there? If so where? Is there a fleet report for all the enemy fleets? Or something indicating where ships are being built (except from port icons)?

Maybe if there was a way to zoom out of the map it would be possible to see all that info. ;)

It is strategically important to burn British ships before they get built.[:-]




zaquex -> RE: UI improvements? (1/8/2008 1:37:45 AM)


quote:

ORIGINAL: Soapy Frog

Regarding sieging. Maybe this is just me but I find it very easy to forget to "Move into the city" during land move to have an opportunity to assault.

What is the purpose of requiring this move anyway, shouldn't an unopposed corps in the same area as an enemy garrisoned city automatically get a chance to assault?


I also tend to forget this occationally and it is annoying, maybe eligible units by default should be besieging rather than rural, maybe.




Mynok -> RE: UI improvements? (1/8/2008 1:42:34 AM)


I personally wouldn't want a pop-up box asking me whether I want to seige for every possible area. What needs to happen IMO is to allow the player to click in an area containing unopposed corps and an enemy city during the land combat phase and the game will determine if seige can occur and report on the situation.






Soapy Frog -> RE: UI improvements? (1/8/2008 7:21:30 AM)

Yes that would be a good solution as well.




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