Posts: 1058
Joined: 6/9/2015 From: Sweden Status: offline
Oh there will be development, don't you worry. First off fixing bugs though and then we'll see what Peter will do. Off course this also depends on how well this game does. Peter is listening to requests don't you worry.
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ORIGINAL: idjester I.E. a pro tip for you guys out there that haven't watched my scenario creation videos. You can setup different zones for the units to be placed in. (For example German Zone 1). In that zone you can choose a bunch of hexes for those units to be placed in. This way the units are not static and in the same place. This will allow the units to be places in different setup hexes every time the scenario is played and will therefore it will play different each time you play the scenario.
Make 3 or 4 different zones for the computer to place his units and assign units to those different zones. The computer will than random place those units in the setup zones and you have a totally different scenario just by how you designed it. Hope that helps. idjester
THIS! ^ +1.
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The UI is a huge mess, and Peter's reason to disallow stack selection is entirely specious. Also what's with having to click on a hex containing a single unit THEN having to move the mouse pointer to another part of the screen THEN clicking on bloody unit again to select it?
The UI renders this game borderline unplayable.
+1. The UI is really bad and it hinders the actual game experience. May be (havent had the chance to test it) the game has the best AI in the world and provides a challenging experience to players, but if you cannot use the UI efficently you will not enjoy the game.
I work in the IT sector, and a program with such a poor user experience should never be sold to paying customers. I really like the idea (I am an active ASL player and I can use a program to keep my play up) but if I cant enjoy playing the game I will not do it...
In the spirit of constructive criticism (I am a Project Manager for a simulation company so I work with devs all the time), I'd echo some of the thoughts here about unit selection Ux.
Having played just the first tutorial I haven't drilled in too deep, but the CTRL-Click experience is clunky. For 2 reasons - one is that most often you will want to select more than one unit, so a default select only one puts the work back on the user. Also, the line by line selection is a little finicky. As a suggestion - why not reproduce the counter artwork in the bottom left pane and allow a single click to select/deselect individual units (with a highlight to indicate selection)?
This UI change could be used whenever selecting a hex and if you included markers as well, would provide a visual cue rather than having to read text - besides it makes use of the excellent UI art that is already there (no extra assets) and keeps the whole thing consistent with what is happening on the board.
The combat results panel on the right could also use this same approach to keep in line with a more visual representation of the combat results.
Things like MG ROF continuation would also be more obvious - with the lack of a "FIRED" marker indicating it was good to go.
Please don't take these comments as a negative oh solo dev - it must have been a huge labour of love for you. I will play the game regardless, but I am trying to lend you some of my design experience to make it better for all.
Would be nice if this was stickied as an official thread.
Biggest requests for round 2: 1. Multi-level buildings - when I asked for this months ago Peter IIRC mentioned doing this when he went 3-D (I may have misread). I hope he won't go 3-D! Just do LOS for buildings like ASL does it. You already have the LOS with hills down so don't make it any more complicated than that. 2. Matrix or someone to set up a multi-player server.
As a suggestion - why not reproduce the counter artwork in the bottom left pane and allow a single click to select/deselect individual units (with a highlight to indicate selection)?
This UI change could be used whenever selecting a hex and if you included markers as well, would provide a visual cue rather than having to read text - besides it makes use of the excellent UI art that is already there (no extra assets) and keeps the whole thing consistent with what is happening on the board.
I think that this is a great suggestion, and would make the user interactions smoother. Far easier to click on a counter image than a line of text.
Would be nice if this was stickied as an official thread.
Biggest requests for round 2: 1. Multi-level buildings - when I asked for this months ago Peter IIRC mentioned doing this when he went 3-D (I may have misread). I hope he won't go 3-D! Just do LOS for buildings like ASL does it. You already have the LOS with hills down so don't make it any more complicated than that. 2. Matrix or someone to set up a multi-player server.
You don't even need a multi-player server. Player hosted multiplayer would work fine in this game.
After watching a twitch feed on the game being played there are some things that need to be added and a few that would make a great addition imo.
1) Movement points tracked and allowed movement range
2) LoS tool for occupied hexes (doesnt make sense that you have to guess what hexes your units can see in to)
3) Fire range (everyone with a weapon knows how far it will reach out to and what would be considered long range etc.)
4) A Hotkey to advance the AI. What a pain it must be now.
5) Centering map on moving unit
6) Click results panel to go to unit
7) Better designed results panel (Bigger Font, Color Coded font for actions, More spacing)
would be nice to have;
8) A clickable OOB with color coded text for the units status or greyed out for eliminated that jumps to unit
9) Zoom feature to show bigger picture
10) Multiplayer support!!!
< Message edited by Missouri_Rebel -- 2/28/2016 9:48:35 PM >
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Posts: 55
Joined: 2/25/2016 From: California Status: offline
quote:
ORIGINAL: MikeMarchant_ssl
The game is click-heavy and the UI does need work, but let's be patient here. This is the first version of the game and it's clear that a huge amount of work has gone into it. I can't even imagine embarking on a project of this scale and being able to get it to the stage it's at right now. Hopefully, in time, with patches and perhaps new versions (Tigers on the Hunt 2 - The Mauling) things will improve and improve and improve.
I think it's right that we point you things that we don't like or think don't work, but I'd like to do that in a calm and sympathetic way.
Best Wishes
Mike
I agree with most everything said here, nut ESPECIALLY that we offer constructive criticism/suggestions in a calm, patient, and sympathetic way. TOTH is a masterpiece, but even people like Tolkien and Hemmingway worked with editors to improve their masterpieces, and I'm sure Peter and Jorgen et. al are receptive to ideas & suggestions from the fan base.
That said - "Rome wasn't built in a day" so patience on the part of all fans is a good thing surely.
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Current wish list . - Some sort of logging facility to track results over the whole scenario - passengers - crews in vehicles able to bail or get back in - recover/use disposed enemy SW's
I would like to see where you click on the one or more units you want with out using the control key. Click again on any units you don't want again to deselect. Control key saved for special clicks.
Toolbar button to highlight broken units. Would be nice feature to have during owning players rout phase
The ASL mod includes a different Broken flag which is visible in a stack. Little red tag off to the left, but only the first round.
Addon:
There was a thread about centering maps and it occured to me that a lot of the pain with having a single map far left is having to constantly move your mouse over to the right panel to click on things. The reliance on this could be stopped by having hotkeys available for those actions.
Instead of F1 causing a 'Failed to launch help' error MessageBox make it advance the turn sequence. Instead of making AI Continue be a button on the far right you must click, make Spacebar activate it so you can keep focused on the action. Let W be Start, S be Stop, Q and E be Turret Covered Arc, A and D be Hull Covered Arc, F be Bog/Mired or whatever options for vehicles. For infantry maybe use A = Assault, D = Double Time, W = move or whatever. That way it's fine if the map is far left since you can control everything currently on the right button panel without having to look or move your mouse over to it and it keeps you in the action.
< Message edited by kylania -- 2/29/2016 3:49:31 PM >
After watching a twitch feed on the game being played there are some things that need to be added and a few that would make a great addition imo.
1) Movement points tracked and allowed movement range
2) LoS tool for occupied hexes (doesnt make sense that you have to guess what hexes your units can see in to)
3) Fire range (everyone with a weapon knows how far it will reach out to and what would be considered long range etc.)
4) A Hotkey to advance the AI. What a pain it must be now.
5) Centering map on moving unit
6) Click results panel to go to unit
7) Better designed results panel (Bigger Font, Color Coded font for actions, More spacing)
would be nice to have;
8) A clickable OOB with color coded text for the units status or greyed out for eliminated that jumps to unit
9) Zoom feature to show bigger picture
10) Multiplayer support!!!
+1
Also,
1) Some kind of movement / combat value numbers on the units. It would be nice to see the relative firepower and movement of the units at a glance or anywhere frankly. If they can't fit on the unit counters how about in the selection box? There is already plenty of text there. An addition 6-3-5 or something would fit IMO.
2) The ability to target artillery to empty hexes. Obviously you should be able to target hexes where you can't see an enemy unit. Especially with the delay, you need to be able to anticipate their advance.
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Joined: 1/18/2010 From: Austria Status: offline
.) The ability to drop and reassign support weapons; imagine 2 squads and 1 support weapon in same hex - the broken one sticks to it's MMG, why can't the other squad use the MMG instead and kick those broken guys aside?
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Just as a side note, I think that it would be very cool to organize an on-line survey of players to choose the 5 (or 10) most wanted features among all those mentioned in this thread.
Just as a side note, I think that it would be very cool to organize an on-line survey of players to choose the 5 (or 10) most wanted features among all those mentioned in this thread.
Best, Michal
By 'wanted features', blazej, do you mean additions to the game play, or user interface improvements, or both?
I just noticed that there is no warning if you have broken units next to good-order enemy units and then you end the rout phase. Your units simply disappear. I believe there should be some warning of this.