A light to signal reinforcements (Full Version)

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Fred98 -> A light to signal reinforcements (7/31/2015 8:22:30 AM)

Suggestion:

Currently when reinforcements arrive, a message pops up. Please retain that message.

On top of that, my suggestion is that a bright light comes on, on the toolbar.

Typically, when reinforcements arrive, players will go to each unit and give the unit orders.

If a order is given to every reinforcement, the light goes off.

In a large scenario it is possible to miss a unit. In which case the light remains on.

With my idea, a player becomes aware that he has missed a unit.

.
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sPzAbt653 -> RE: A light to signal reinforcements (7/31/2015 9:01:31 AM)

Or you can look at the New Arrivals dialogue and see all the units that have arrived and where they are and which ones you have given orders to and what orders they are, and click on a unit to go to it on the map. One stop shopping. Just a suggestion.




Fred98 -> RE: A light to signal reinforcements (7/31/2015 12:23:23 PM)

And what is the name of that button?

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sPzAbt653 -> RE: A light to signal reinforcements (7/31/2015 3:34:10 PM)

Joe - My apologies, its called the Recent Reinforcements [green highlight in the screen shot] not the New Arrivals.

It's mentioned in the At Start video:
https://www.youtube.com/watch?v=DAmteAoI6gs

[image]local://upfiles/24850/AE410047526B4646B2D6F48C644D2D3A.jpg[/image]




Fred98 -> RE: A light to signal reinforcements (7/31/2015 10:02:00 PM)

The screen could have a column added. Have I given the unit and order Yes or No.





sPzAbt653 -> RE: A light to signal reinforcements (7/31/2015 10:08:24 PM)

It changes the Status column when you give a unit an order.




76mm -> RE: A light to signal reinforcements (7/31/2015 10:40:28 PM)

Frankly, I don't find that Recent Reinforcements form particularly useful; first it is ginormous and covers most of the map, and second, I think the point is that it would be better if we didn't have to remember to click the button every turn...

I'm kind of indifferent to the idea of a light, but some kind of indicator that there are reinforcements would be useful. For instance, in (cough cough) PzC, if you have reinforcements when you try to leave a turn without moving them you get a message to the effect of "There are undeployed reinforcements, please deal with them before ending this turn."




sPzAbt653 -> RE: A light to signal reinforcements (8/1/2015 1:40:35 AM)

quote:

There are undeployed reinforcements,


I've heard that type of technology is being worked on, but is several decades away. [tongue in check, sarcasm, lol]




Meyer1 -> RE: A light to signal reinforcements (8/1/2015 2:11:29 AM)

I don't have a problems with the reinforcements, when I get the message I check them first. What I would like to have is a way to highlight units with movement unused points, or grey out the others. I think it was mentioned in other thread.




sPzAbt653 -> RE: A light to signal reinforcements (8/1/2015 11:22:59 AM)

Hit 'M' on the keyboard and they are better than highlighted, they all show remaining mp's.

[image]local://upfiles/24850/736B83AAAF294CB0AE9D30ECB9E12C77.jpg[/image]




Meyer1 -> RE: A light to signal reinforcements (8/2/2015 2:34:45 AM)


quote:

ORIGINAL: sPzAbt653

Hit 'M' on the keyboard and they are better than highlighted, they all show remaining mp's.





Yes, I know, still think would be useful.




sPzAbt653 -> RE: A light to signal reinforcements (8/2/2015 8:20:09 AM)


quote:

ORIGINAL: Meyer1

quote:

ORIGINAL: sPzAbt653

Hit 'M' on the keyboard and they are better than highlighted, they all show remaining mp's.



Yes, I know, still think would be useful.


Back in the good ole days some did think it was useful. I'll refer to my archaic V4V Game where a click on the huge button at top would open a menu on the left where the player had choices for unit highlights. They even had different colors for different highlights !

Windows is so much better than DOS, eh ??


[image]local://upfiles/24850/D10F8BE674BA407C80016494839F952F.jpg[/image]




SMK-at-work -> RE: A light to signal reinforcements (8/2/2015 11:35:31 PM)

OUCH!![sm=fighting0056.gif]

There have ben and still are lots of different UI's of course - I think the TOAW packs a massive amount of info into a small area, but it is definitely cluttered as a result.




Meyer1 -> RE: A light to signal reinforcements (8/3/2015 4:09:58 AM)

quote:

ORIGINAL: sPzAbt653






Back in the good ole days some did think it was useful. I'll refer to my archaic V4V Game where a click on the huge button at top would open a menu on the left where the player had choices for unit highlights. They even had different colors for different highlights !

Windows is so much better than DOS, eh ??




I like it. Not sure if the OS is the problem...




Lobster -> RE: A light to signal reinforcements (8/3/2015 8:42:36 PM)

Blaming an OS for program developers decisions is just wrong on so many levels.




sPzAbt653 -> RE: A light to signal reinforcements (8/3/2015 10:31:37 PM)

I guess my sarcasm didn't translate onto that comment. I thought the 'eh' would do it.

The idea was that the DOS game used a series of buttons across the top to either change the left panel display or to bring up an on screen box if more room was needed. That game also used top line drop down menus for things you might need no more than once per turn. It was all very convenient. TOAW came out a few years later and used a fixed side panel with drop down menus, probably because there were more options/functions than they felt could be fit on buttons. The result was a whole bunch of inconvenient mousing around. I showed in another thread how there is room for a slew of top bar buttons, as long as they aren't huge kindergartener buttons. Of course, that was just me playing around whimsically, we'll have to wait and see what the graphics artist comes up with.




Lobster -> RE: A light to signal reinforcements (8/4/2015 1:08:12 PM)

Sorry, forgot to set my sarcasm flag. [:(]




Cmdr_Vessery -> RE: A light to signal reinforcements (9/9/2015 7:27:37 PM)

A long these lines, if you have a unit that is "removed" and "replaced" by another, it would be nice to have the location of the previous unit noted in the removal line on the recent re-enforcement list. This is particularly useful if you have air units upgrading to new equipment, and the new unit deploys at the redeployment hex verses at the hex where the removed unit was located.

Point being, if you have an air defense net set up, you now have to search for the open hole to plug the new unit into.


Thanks,

-Vess




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