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Replay questions/problems

Posted: Sat Dec 11, 2010 3:04 am
by SirGarnet
A "replay" search did not turn up anything.

Is it possible to slow down the replay to help follow what is going on, and who is doing what to whom? Pausing would be nice too, so a distraction need not t result in missing it entirely.

Is it possible to replay the replay? Starting out, it's hard to figure what happened, particularly in a crowded area with terrain.

Also, is it possible to skip the replay?

Posted: Sat Dec 11, 2010 3:20 am
by junk2drive
No, it has been requested before but the thinking is to speed up the game to keep it from getting boring.

No slow, no rewind, no pause, no skip.

Posted: Sat Dec 11, 2010 4:14 am
by pipfromslitherine
All those things are on the task list, but the complexity of the playback system makes it quite involved to implement these kind of features.

Cheers

Pip

Posted: Sat Dec 11, 2010 10:19 am
by SirGarnet
FOG Digital made it pretty clear what was happening, though the detailed explanation downscreen went by too fast to observe the location and overall outcome on the screen.

>the thinking is to speed up the game to keep it from getting boring. <

I think the Mario Brothers theory of turn-based strategy game design is mistaken, and misjudges the demographic.

Posted: Sat Dec 11, 2010 6:57 pm
by pipfromslitherine
We do need to make it something that is controlled by the user. Some people want to savour each enemy move, while others are less concerned with watching passively.

Cheers

Pip

Posted: Sat Dec 11, 2010 6:59 pm
by pipfromslitherine
Further to this, and to gauge opinion, would anyone be interested in some kind of text log of the key rolls etc (whether the actual numbers or just a reporting log) shown onscreen?

Cheers

Pip

Posted: Sat Dec 11, 2010 8:15 pm
by MesaDon
I don't mind so much the speed of replays so long as I am seeing action but I wish I didn't have to watch a static map as units I can't see and only hear take their moves. That especially in the opening turns takes up a lot of time.

Posted: Sun Dec 12, 2010 8:01 am
by SirGarnet
pipfromslitherine wrote:Further to this, and to gauge opinion, would anyone be interested in some kind of text log of the key rolls etc (whether the actual numbers or just a reporting log) shown onscreen?

Cheers

Pip
The option to have this info onscreen would be nice for the purpose of understanding the what, who, where, why and how of a combat that just occurred. Popup next to the combat would be ideal, but being able to step through combat by combat (and back up to the one that just appeared) would be ideal.

Thanks for asking!

Posted: Tue Dec 21, 2010 6:39 pm
by junk2drive
1.5.1 adds a speed control to the save \ option window. Press Esc while in game to bring it up.

I slows the game action overall, not just the replay.

Posted: Tue Dec 21, 2010 8:08 pm
by pipfromslitherine
It also adds a very slight pause between AI unit moves when you turn down the speed from 100%, hopefully that should help those who want it to go a little more slowly.

We can tweak the approach given feedback of course.

Cheers

Pip

Posted: Tue Dec 21, 2010 10:08 pm
by PirateJock_Wargamer
pipfromslitherine wrote:Further to this, and to gauge opinion, would anyone be interested in some kind of text log of the key rolls etc (whether the actual numbers or just a reporting log) shown onscreen?
A log file showing the rolls, hits and misses etc would be very useful - but not necessarily shown onscreen during the game. A text file listing the data, for review later, would be better for me - memory of a goldfish and would like to print it out rather than try and record the numbers.

Cheers

Posted: Wed Dec 22, 2010 2:58 am
by pipfromslitherine
I think it would be pretty hard to work out which combat was which in a pure text file? I wonder if some kind of AAR would work, with the results over a screenshot of the combat or something, but that starts to get pretty complex.

Adding logging is a fairly involved task, but it does feel like something that could be helpful.

Cheers

Pip