george1972 -> RE: George vs. Seille - A Russia 1941 AAR over 60 turns (7/22/2008 7:11:52 PM)
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I make up my screenshots in Photoshop, using the screenshots taken by AT itself. After cutting out the interesting parts of the front and putting them together into a single image (with some 5 pixels space between them for separation) I overlay text, in my case 14px Verdana. To make the text clearly readable I add a "stroke" effect of 4 pixels with a color I pick from the text's background (a sea pixel in case the text is written on sea, a ground pixel in the overland case). I take care not to have a single piece of text overlap both land and sea, since you'll see the effect then (i.e. you'll see the borders around each character). --- To continue with my fourth turn, first a point I need to address where I find the engine a little bit lacking and even misleading in information: the supply overview screen. This screen claims to be able to predict next turn's supply needs but I had to find out the hard way this overview does not take into account supplies needed by newly created units nor additional supplies needed by units low on readiness. In my opinion, the game has all the data it needs to make those calculations but doesn't. As can be seen in the previous screenshots I suddenly was running low on supplies because my initial stockpiles where exhausted. But since the supply screen told me I still had enough to cover my needs for one more turn, I hadn't produced any. This "feature" would continue to haunt me for a bigger part of this game, especially after large-scale assaults, where I would end up with assault units with less than 100 Readiness (and thus less than 100 AP) due to lack of supplies, limiting my operational range in subsequent turns. I understand the game cannot predict the readiness loss due to enemy action of course, so asking the player to add a margin for that would be logical (would be nice though if this number was reported for the previous turn, so you can develop a "feel" for it), but that it cannot produce an accurate number for your own supply needs is something I'm less than happy with. When playing I really don't feel like doing the number-crunching myself, especially not since I have this 3 GHz processor sitting idle :-) Here's the production delivered on turn 4: [image]local://upfiles/29493/6BB288605A164821BCD2318F56C4CEF5.jpg[/image]
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