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First impressions of Commander-Europe at War!

Posted: Fri Jun 15, 2007 12:03 am
by lynx
Please give Your first impressions of the game. What is good and what is not so good.

Posted: Fri Jun 15, 2007 8:00 am
by Magpius
I'd like to know what the highest resolution the screen can be set at to play the game. It looks a little fuzzy, than the screenshots.
(I'm running a laptop at 1920x1200, but the game switches to about 1024x768).
But so far so good. No crashes, quick a.i moves, reasonably intuitive interface. (yet to read the manual).

Posted: Fri Jun 15, 2007 10:35 am
by freeboy
one thing that is goofy for me is the yellow grean numbers on the grean landscape, makes me have to mouse over the units to check actual .. could we get a mod to change it to something else?

Posted: Fri Jun 15, 2007 10:44 am
by Magpius
Any chance of an undo unit move?

Posted: Fri Jun 15, 2007 11:10 am
by IainMcNeil
We left out the undo move to stop people exploiting it to discover enemy submarines and units hidden in the shroud. At the moment we can't see a logical solution to the problem of allowing hidden units and an undo move. Suggestions welcome!

Are you having difficult reading the yellow numbers? Hmm.. hadn't noticed that as an issue at all. Anyone else having this problem?

Something a little screwy?

Posted: Fri Jun 15, 2007 11:12 am
by Magpius
When I toggle the full screen off option, I get a really nice crisp game space, but a whole lot of otherwise useless white desktop surrounding it.
The game itself is fixed into the top left hand corner of the screen, and while it is still playable, the window is immobile.
Is this characteristic a work in progress?

Posted: Fri Jun 15, 2007 11:16 am
by IainMcNeil
True - it would be nice to be able to move it, but it's not something at the top of our wish list. As usual this could change if there is enough demand!

Posted: Fri Jun 15, 2007 12:32 pm
by Magpius
The only time the yellow is problematic, is when it appears over the white of a capital city symbol, when on max zoom. Otherwise okay.

Posted: Fri Jun 15, 2007 10:14 pm
by borsook79
iainmcneil wrote:We left out the undo move to stop people exploiting it to discover enemy submarines and units hidden in the shroud. At the moment we can't see a logical solution to the problem of allowing hidden units and an undo move. Suggestions welcome!
How about the simplest and the one that has been used 100 times before - you can undo your move but if the unit has spotted any enemy units then the option is greyed-out?

Posted: Fri Jun 15, 2007 10:23 pm
by lesthesarge
Borsook wrote:
iainmcneil wrote:We left out the undo move to stop people exploiting it to discover enemy submarines and units hidden in the shroud. At the moment we can't see a logical solution to the problem of allowing hidden units and an undo move. Suggestions welcome!
How about the simplest and the one that has been used 100 times before - you can undo your move but if the unit has spotted any enemy units then the option is greyed-out?
You would still "know" nothing was there, which is by extension as useful as knowing something is there though :)

Posted: Fri Jun 15, 2007 10:53 pm
by IainMcNeil
Exactly :)

Posted: Fri Jun 15, 2007 11:06 pm
by Vaanan1
iainmcneil wrote:We left out the undo move to stop people exploiting it to discover enemy submarines and units hidden in the shroud. At the moment we can't see a logical solution to the problem of allowing hidden units and an undo move. Suggestions welcome!
I bet the Germans wished that they had an "undo" move after the Battle of Stalingrad. Or the Japanese after the Battle of Midway. Or the United States after September 11, 2001.

If you are constantly allowed an undo move, why even play the game? Learn from your mistakes, and play it again is my view on it.

Posted: Sat Jun 16, 2007 2:23 am
by te_wooglebug
How about the simplest and the one that has been used 100 times before - you can undo your move but if the unit has spotted any enemy units then the option is greyed-out?



You would still "know" nothing was there, which is by extension as useful as knowing something is there though

I strongly feel that the game should have an "undo" for moves that don't reveal hidden enemy units. There is nothing more frustrating than clicking someplace in error and being stuck with some ridiculous move that you never intended to make. Of course, once you make a subsequent move you should not be able to undo the previous move, and there should be no way to undo combat results (as the previous poster pointed out, you should not be able to undo Stalingrad).

Admitedly, such an undo does give people a minor exploit, one which most players will choose not to use. You could disallow it in multiplayer, but if someone wants to cheat in single player, who cares? The only person they're cheating is themselves, and that's their business and none of mine. After all you can (I assume) always turn off fog of war entirely, or you can use saves and reloads to accomplish the same thing at the cost of somewhat more time and effort. I personally follow the policy of never undoing moves that I actually intended to make, but there is nothing worse for me than having to accept a move that I never intended to make just because I left clicked when I should have right clicked (or something similar). After all no one is forced to use the undo feature, and having an undo does make for a much more pleasurable and less stressful gaming experience.

Posted: Sat Jun 16, 2007 6:18 am
by joe98
The purchase screeen and the lab could both use an undo button.

-

Posted: Sat Jun 16, 2007 10:19 am
by borsook79
lesthesarge wrote:
Borsook wrote:
iainmcneil wrote:We left out the undo move to stop people exploiting it to discover enemy submarines and units hidden in the shroud. At the moment we can't see a logical solution to the problem of allowing hidden units and an undo move. Suggestions welcome!
How about the simplest and the one that has been used 100 times before - you can undo your move but if the unit has spotted any enemy units then the option is greyed-out?
You would still "know" nothing was there, which is by extension as useful as knowing something is there though :)
Ok, so another idea:
You can undo x number (2 perhaps?) pf moves per turn provided they did not spot anything.

Still not perfect but for me a good compromise. If someone does not want one may not use it, but for some of us it can save a lot of annoyance when you just accidentally click when you shouldn't.

Re Unit undo

Posted: Sat Jun 16, 2007 10:20 am
by Magpius
Make undo unit moves conditional, so long as they do not enter any existing F.O.W territory.
Once entered undo prevented.
If FOW is turned off, then undo becomes global.
my two cents

Posted: Sat Jun 16, 2007 12:41 pm
by blighty
This is what I posted at Matrix

I am enjoying it, but so far the AI can't handle an aggressive Axis player by June 1941, I have taken
Poland
The Low Countries
Denmark
Norway
UK (just the mainland they have not Surrendered) Due to Sealion I have not done much against Convoys
Italy is advancing on Cario

I am now moving up to attack Russia

This is on Normal though I think for the Axis a harder level is recommended

I will try the Allies after this game.

I think I may be looking for PBEM players at some point, as the game is very good, supply is done well, the tech is good as it makes you think about future ops and upgrade based on that, production is good, it does not take 2 years to build some armour like some games, overall I like it, although I am seeing some room for improvement

Posted: Sat Jun 16, 2007 2:42 pm
by ungers_pride
The current ship graphic for the Battleship is a destroyer, and the destroyer ship graphic is a battleship.

These should be switched.

Once switched, the BB graphic should enlarged, while the DD graphic should be reduced.

Posted: Sat Jun 16, 2007 3:18 pm
by te_wooglebug
Borsook wrote:
Ok, so another idea:
You can undo x number (2 perhaps?) pf moves per turn provided they did not spot anything.
Great idea Borsook! It would solve the problem of errant mouse clicks, thereby removing a potential source of frustration, while having almost no potential as an exploit. Perhaps in multiplayer they could include a counter showing how many times each player used undo, which would at least discourage players form overusing it.


Velite wrote:
The purchase screeen and the lab could both use an undo button.
Absolutely! I can't see that there is any exploit potential to that (though I might be misssing something, since I can be a bit slow on occasion).

Posted: Sat Jun 16, 2007 7:01 pm
by ralphtricky
te_wooglebug wrote:Borsook wrote:
Ok, so another idea:
You can undo x number (2 perhaps?) pf moves per turn provided they did not spot anything.
Great idea Borsook! It would solve the problem of errant mouse clicks, thereby removing a potential source of frustration, while having almost no potential as an exploit. Perhaps in multiplayer they could include a counter showing how many times each player used undo, which would at least discourage players form overusing it.


Velite wrote:
The purchase screeen and the lab could both use an undo button.
Absolutely! I can't see that there is any exploit potential to that (though I might be misssing something, since I can be a bit slow on occasion).
The other option would be to allow it for single player, but disable it for multi-player or make sure that the playback for the opponent clearly shows that the other person did an undo so that they can explain.

Ralph