Increase/Deactivate Movement Animation

Sengoku Jidai: Shadow of the Shogun is a turn-based tactical and strategic game set during this turbulent time; primarily focusing on the Japanese Warring States period and Japanese Invasion of Korea. Other armies from East Asia are also made available to simulate different conflicts across the region.
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Claspa
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Increase/Deactivate Movement Animation

Post by Claspa »

Is there a way to solely increase the movement animation or to deactivate it if there is no enemy involvement?

After the setup it is bothering me, that I have to wait until the movement animation is finished until I can give orders to another unit.
I understand that it is necessary when you have contact with your opponent, but during this stage the opponent was far away and still clouded in fog of war.
rbodleyscott
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Re: Increase/Deactivate Movement Animation

Post by rbodleyscott »

Not currently
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GShock112
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Re: Increase/Deactivate Movement Animation

Post by GShock112 »

There is a problem, however, with the animations during the enemy movement phase and it's related to the fog of war.
Since the camera moves to center the unit that is moving and it moves to center units that are in FoW, it is possible to count the units you can't see by just looking at the movement of the camera.
Every time it shifts you know it's centering a unit you can't see... this way you know how many units are in those woods or behind that hill.
rbodleyscott
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Re: Increase/Deactivate Movement Animation

Post by rbodleyscott »

Hmm, it isn't supposed to centre on units in FOW, we will look into that. However, in any case, it only shifts if the unit is not already reasonably near the centre of the screen, so It is unlikely that you would able to count the actual numbers of units.
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GShock112
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Re: Increase/Deactivate Movement Animation

Post by GShock112 »

In the Tenka Fubu Campaign I have mixed thoughts about attacking immediately since Oda has strong auxilliaries.
After the last battle, and it's something I forgot to write about, I thought for the very first time about what the game would be if the player was unable to know the odds of melee/missile.

One thing is to see 74% 16% 10% (plus the POA plus the next turn odds) and another thing is to see "Your Naginata Ashigaru heavily advantaged against enemy Yumi Ashigaru".
Such an option would be nice to test.
jomni
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Re: Increase/Deactivate Movement Animation

Post by jomni »

GShock112 wrote:In the Tenka Fubu Campaign I have mixed thoughts about attacking immediately since Oda has strong auxilliaries.
After the last battle, and it's something I forgot to write about, I thought for the very first time about what the game would be if the player was unable to know the odds of melee/missile.

One thing is to see 74% 16% 10% (plus the POA plus the next turn odds) and another thing is to see "Your Naginata Ashigaru heavily advantaged against enemy Yumi Ashigaru".
Such an option would be nice to test.
Are you using detailed tooltips?
GShock112
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Re: Increase/Deactivate Movement Animation

Post by GShock112 »

GShock112 wrote:One thing is to see 74% 16% 10% (plus the POA plus the next turn odds) and another thing is to see "Your Naginata Ashigaru heavily advantaged against enemy Yumi Ashigaru".
Such an option would be nice to test.
Are you using detailed tooltips?[/quote]

You mean the Ctl-click on the melee/missile attack icons, no.
Combat also has no reports (disabled).
Melee phase is carried out uninterrupted (no individual reports).

I figured out once you know the basic rules of combat (which unit is good vs which), the rest should be left in the dark.

Now, when I shoot or attack, I know exactly the odds of victory/draw/defeat and if I shoot I even know how many enemy I'm going to kill in that tooltip.

I would love to play this game with a rough estimate of the enemy unit numbers, a very rough estimate of HtH/Missile combat power, a summary description of the armor type and no detailed information about the chances of victory/draw/defeat for the present and future rounds either.

Odds of victory/draw/defeat, replaced by the POA rough summary i.e. "Our Yumi Ashigaru at great disadvantage vs Enemy Mounted Yari Samurai" (which now come in the post-melee report).

I know it's hard-core realism... that's why I would really love to try it.
jomni
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Re: Increase/Deactivate Movement Animation

Post by jomni »

Oh I read wrongly. You wanted to keep those odds under the hood.
GShock112
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Re: Increase/Deactivate Movement Animation

Post by GShock112 »

Yes it's a bit intricated you're right but basically... nobody can predict the future and even though the odds displayed are no guarantee of success (you could lose with just 1% odds), masking those odds, leaving the advantages displayed BEFORE the action is taken, as well as the enemy combat/missile power (it could be espressed in point intervals reflected by ratings - 0-100= poor, 100-200=avg, 200-300= good) would add great depth to the game.

Ah, in regards with the animation and camera pointing on hidden units, don't forget the sound of marching ALSO indicates how many hidden units are in a particular area... even if the camera doesn't move. ;)
rbodleyscott
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Re: Increase/Deactivate Movement Animation

Post by rbodleyscott »

GShock112 wrote:Ah, in regards with the animation and camera pointing on hidden units, don't forget the sound of marching ALSO indicates how many hidden units are in a particular area... even if the camera doesn't move. ;)
Well, it tells you there are units somewhere, but you knew that already. It does not tell you where they are. Good luck making a plan based on the sound of marching units.
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