UI inconveniences
Moderators: Order of Battle Moderators, The Artistocrats
UI inconveniences
When aircraft is selected hexes where it can fly to are highlighted. If UI element intended to toggle Air/Ground focus is placed on top of one of those hexes clicking on it will not only change focus but will also confirm aircraft move which can be inconvenient if taken into account there is no undo move in the game.
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Re: UI inconveniences
In tutorial 3 mission played in campaign mode there are 20 command points available for aircrafts. If I buy and deploy carrier based aircraft UI is not lowering the number of command points available but when the limit is physically reached game will not allow any more deployments which suggests supply rules are working fine. If I decide to buy and deploy airfield based aircrafts command points counter is lowering number of available points.
Re: UI inconveniences
Square check boxes are confusing at first. Smaller white square within the bigger gray one indicates box is checked. But because we are talking about white square somehow I expected green check mark in it to symbolize checked box.
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Re: UI inconveniences
Effect of mine laying is not shown as a tooltip. Effect is -20 Resource Points. Unlike it Effect of -10 for destroying bridges is visible as tooltip.
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Re: UI inconveniences
Support Ship repair delay and it's explanation.
So the situation is as follows: warship gets damaged during enemy turn by a long range fire. During my own turn warship in question is removed out of danger. Support Ship is sent adjacent to it. Hovering on repair button of Support Ship gives explanatory tooltip of the following content: Cannot repair adjacent units after moving or attacking. This is intuitive and logical but on the next turn hovering on the repair button we get different message: Unit can only repair others if it was not involved in combat since the previous turn. This part is confusing. Support Ship was not involved in combat in the previous turn! To be sure I moved Support Ship away from damaged warship and move it back on the next turn. Than again first message from above appears which is logical but on the next turn I again get second message although neither Support Ship nor warship were involved in combat for several turns.
From gameplay point of view this means Support Ship should be idle for the whole turn before being able to repair others and from tooltip point of view message shown has no sense at all.
So the situation is as follows: warship gets damaged during enemy turn by a long range fire. During my own turn warship in question is removed out of danger. Support Ship is sent adjacent to it. Hovering on repair button of Support Ship gives explanatory tooltip of the following content: Cannot repair adjacent units after moving or attacking. This is intuitive and logical but on the next turn hovering on the repair button we get different message: Unit can only repair others if it was not involved in combat since the previous turn. This part is confusing. Support Ship was not involved in combat in the previous turn! To be sure I moved Support Ship away from damaged warship and move it back on the next turn. Than again first message from above appears which is logical but on the next turn I again get second message although neither Support Ship nor warship were involved in combat for several turns.
From gameplay point of view this means Support Ship should be idle for the whole turn before being able to repair others and from tooltip point of view message shown has no sense at all.
Re: UI inconveniences
Effect of Repair done by Support Ship is not present in any tooltip. Since there could be a choice between several adjacent ships tooltip should appear after hovering over damaged ship.
Re: UI inconveniences
Pressing Online News makes tooltips to disappear from the game. Exiting and starting the game again returns tooltips.
Re: UI inconveniences
Thanks for the feedback. Particularly that last bit - disappearing tooltips was reported a few times but I never knew how to repeat it!
Re: UI inconveniences
You are welcome. Also right-clicking on minimap does not invoke strategic map but you probably know it because I think I saw this already reported somewhere.
Re: UI inconveniences
Providing visual markers for important locations/units during briefing is very much appreciated. But if unit that constitute part of objective conditions is practically a moving target should it be marked with visual indicator during turn, when player rereads awards section? In screenshot provided unit to be destroyed was visible on the opening turn but since then it moved into Fog of War. If I reread awards section I can get it's whereabouts trough visual indicator even if in FoW.
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Re: UI inconveniences
If the position of an objective unit is randomised - and thus supposed to be difficult to find - we did not add location markers. However since these transports sail straight toward Midway all the time anyway it doesn't really reveal anything new - at least once after a second playthrough.
Re: UI inconveniences
Trying to interact with buttons during briefing very often results in moving map down with that characteristic arrow pointing down at the edge of the screen.
Re: UI inconveniences
Select next active unit and Select previous active unit UI buttons with their visual appearance and position are implying special abilities, unit actions, aircraft cargo and such on the left side of UI are scrollable.
Re: UI inconveniences
In general and especially based on the experience from PzC knowing who moves first at turn one is important for players and influences unit deployment.
Re: UI inconveniences
Keep up the good work, lots of good observations in the threads you created.
Re: UI inconveniences
Thanks for encouragementLongasc wrote:Keep up the good work, lots of good observations in the threads you created.
Re: UI inconveniences
Damage is the number of strength points taken off from enemy unit.
Kills is the number of situations where dealing damage to the unit destroyed that unit because its strength was reduced to zero.
Casualties is the number of strength points taken off from your own unit.
In combat summary I do not know what Kills/Casualties Ratio has to do with each other. Damage/Casualties Ratio sounds more appropriate for comparison.
Anyway stats shown do not reflect realities. In previous scenario (New Georgia) I have captured Ki-45 Toryu and been with it in several air to land engagements inflicting 1 damage to infantry unit. But look at the stats! Stats are showing it contributed considerably in the air war and I haven't even used it this way. I do not think it has anything to do with the fact it is captured equipment because unit stats started to look suspicious to me from before. And one more thing, since this unit is not in my purchase screen how do I know which class it is?
Click on the image:

Kills is the number of situations where dealing damage to the unit destroyed that unit because its strength was reduced to zero.
Casualties is the number of strength points taken off from your own unit.
In combat summary I do not know what Kills/Casualties Ratio has to do with each other. Damage/Casualties Ratio sounds more appropriate for comparison.
Anyway stats shown do not reflect realities. In previous scenario (New Georgia) I have captured Ki-45 Toryu and been with it in several air to land engagements inflicting 1 damage to infantry unit. But look at the stats! Stats are showing it contributed considerably in the air war and I haven't even used it this way. I do not think it has anything to do with the fact it is captured equipment because unit stats started to look suspicious to me from before. And one more thing, since this unit is not in my purchase screen how do I know which class it is?
Click on the image:
Re: UI inconveniences
Click to enlarge:

On the screenshot above there is a green symbol same as undeploy available trough UI during unit deployment. I think I read somewhere (Manual?) that there are to types of exit zones. One that move unit from the map permanently and one that undeploys unit from map allowing deployment again.
The problem is I noticed this symbol back in tutorial but it was not explained by tutorial messages. Hovering also gives no tooltip. So only thing is to guess and experiment. More to the point maps will feature different symbol for NPC American player and NPC Japan player (in Pacific Allies campaign) that are colored in their respective colours. Looking at what AI does and effect of it suggested those are some kind of exit zones. Green symbol is the same as undeploy seen in the UI but when it comes to familiarization with the game it is a question which one was noticed first to give full understanding of it.
So after guessing it is some kind of exit zone, experiments trough gameplay gave negative experience because in first case aircraft could exit trough it but ships could not. When encountered next time ships could exit but aircrafts won't. Third time encountered, both, ships and aircraft could leave but land units in naval transport could not.
My best guess is it is an undeploy zone and it is possible to control which branch of units can exit trough it but using one and the same symbol giving different results without explanation is a bad practice.
This is what test are showing:
War Games - undeploy for aircraft but not ships.
Guadalcanal - undeploy for ships but not aircraft.
New Georgia - undeploy for aircraft and ships.
On the screenshot above there is a green symbol same as undeploy available trough UI during unit deployment. I think I read somewhere (Manual?) that there are to types of exit zones. One that move unit from the map permanently and one that undeploys unit from map allowing deployment again.
The problem is I noticed this symbol back in tutorial but it was not explained by tutorial messages. Hovering also gives no tooltip. So only thing is to guess and experiment. More to the point maps will feature different symbol for NPC American player and NPC Japan player (in Pacific Allies campaign) that are colored in their respective colours. Looking at what AI does and effect of it suggested those are some kind of exit zones. Green symbol is the same as undeploy seen in the UI but when it comes to familiarization with the game it is a question which one was noticed first to give full understanding of it.
So after guessing it is some kind of exit zone, experiments trough gameplay gave negative experience because in first case aircraft could exit trough it but ships could not. When encountered next time ships could exit but aircrafts won't. Third time encountered, both, ships and aircraft could leave but land units in naval transport could not.
My best guess is it is an undeploy zone and it is possible to control which branch of units can exit trough it but using one and the same symbol giving different results without explanation is a bad practice.
This is what test are showing:
War Games - undeploy for aircraft but not ships.
Guadalcanal - undeploy for ships but not aircraft.
New Georgia - undeploy for aircraft and ships.
Exits
You can set up exit locations with combinations of alliances, unit types and redeployment in the editor.
Unfortunately, the exit locations are only displayed using one symbol.
Maybe the devs could change this into to something similar to the deployment symbols in the editor.
Unfortunately, the exit locations are only displayed using one symbol.
Maybe the devs could change this into to something similar to the deployment symbols in the editor.
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- deployment.jpg (23.05 KiB) Viewed 3610 times
Re: UI inconveniences
Not an inconvenience per se but it is part of interface so I will post it here.
Experience stars are slightly off from stamped metal places where they should be.

Experience stars are slightly off from stamped metal places where they should be.





