Quick questions
Posted: Fri Jun 07, 2013 5:51 pm
Hi, I have some quick questions:
1) How can I change the keyboard shortcut for End Turn? Alt-E doesn't feel natural; I'd rather use ctrl-return or even ctrl-E.
2) How important is it to get Decisive Victory, in terms of access to game content? Is there a list of scenarios where DV is required in order to unlock a specific scenarios? And how cool are the DV-only scenarios?
3) Will playing on the easiest difficulty make the game too easy to be enjoyable later on (as our core army gets built up)? My goal is get through the content with a minimum of save/restore. I would rather not have to repeat maps. I remember one frustration of the original Panzer General was getting almost to the end of the map, only to run out of time, and then realizing I had to restart the map all over again in order to make the turn deadline. I'd rather not have to invest a lot of time in a map only to find it "unwinnable", so if the easiest difficulty can help prevent that frustration, then I'd like to go that route, as long as the game doesn't become overly easy/predictable later on in the campaign.
4) Does the music ever change, for different maps or eras? Or is it the same throughout (in which case we can turn it off and not miss anything)?
5) Are there any must-have mods for improving the display/GUI (without changing the actual game mechanics)?
6) Is it better to replace losses at the end of a map (assuming we have turns left) or save prestige for the deployment phase?
7) In general, should we opt for elite replacements? Or is it better to have a large [core] army? Does the game favor the "elite few" approach, or the spam approach?
8) Does a unit get bonus XP for killing off an enemy? How about special "critical" events, like rugged defence? Or is XP purely based on damage inflicted?
9) Is there any advantage to replacing strength in non-core units at the end of a map? Or is that a waste, since those units will vanish anyway?
10) Is there a way to see the detailed stats on battles, ideally in a log (or message buffer) format? For example, how can we see how much XP a unit earned in the last few attacks? How can we see how much it suppressed the enemy? Or do we have to keep track of XP and suppression changes ourselves?
11) Are there any benefits to garrisoning (keeping a unit inside) a victory hex aside from (a) ability to defend the hex and (b) ability to upgrade the unit? For example, do we gain more prestige by physically occupying a victory hex?
12) Is there a way to reduce the tool tip delay?
Thanks!
1) How can I change the keyboard shortcut for End Turn? Alt-E doesn't feel natural; I'd rather use ctrl-return or even ctrl-E.
2) How important is it to get Decisive Victory, in terms of access to game content? Is there a list of scenarios where DV is required in order to unlock a specific scenarios? And how cool are the DV-only scenarios?
3) Will playing on the easiest difficulty make the game too easy to be enjoyable later on (as our core army gets built up)? My goal is get through the content with a minimum of save/restore. I would rather not have to repeat maps. I remember one frustration of the original Panzer General was getting almost to the end of the map, only to run out of time, and then realizing I had to restart the map all over again in order to make the turn deadline. I'd rather not have to invest a lot of time in a map only to find it "unwinnable", so if the easiest difficulty can help prevent that frustration, then I'd like to go that route, as long as the game doesn't become overly easy/predictable later on in the campaign.
4) Does the music ever change, for different maps or eras? Or is it the same throughout (in which case we can turn it off and not miss anything)?
5) Are there any must-have mods for improving the display/GUI (without changing the actual game mechanics)?
6) Is it better to replace losses at the end of a map (assuming we have turns left) or save prestige for the deployment phase?
7) In general, should we opt for elite replacements? Or is it better to have a large [core] army? Does the game favor the "elite few" approach, or the spam approach?
8) Does a unit get bonus XP for killing off an enemy? How about special "critical" events, like rugged defence? Or is XP purely based on damage inflicted?
9) Is there any advantage to replacing strength in non-core units at the end of a map? Or is that a waste, since those units will vanish anyway?
10) Is there a way to see the detailed stats on battles, ideally in a log (or message buffer) format? For example, how can we see how much XP a unit earned in the last few attacks? How can we see how much it suppressed the enemy? Or do we have to keep track of XP and suppression changes ourselves?
11) Are there any benefits to garrisoning (keeping a unit inside) a victory hex aside from (a) ability to defend the hex and (b) ability to upgrade the unit? For example, do we gain more prestige by physically occupying a victory hex?
12) Is there a way to reduce the tool tip delay?
Thanks!