Improvement suggestions v.8.4.1

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GabeKnight
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Improvement suggestions v.8.4.1

Post by GabeKnight »

While playing, I've noticed some things that may have been changed during the UI overhaul process. I'm doing this from memory, so some "issues" may be none in the end. I try to skip the issues that have been reported elsewhere.

- mouse-wheel speed seems very slow in comparison
- when adjusting the animation speed of the units inside the options, the max. setting is still very slow compared to the previous version. I've "fixed" this by using an old settings\options.dat file, then the animation speed returns to fast again
- the update changed my options/performance/effects quality settings to "low". No biggie, still strange
- you've switched the continue/cancel buttons in the end-turn warnings. If there's no real reason for doing so, please change them back, I've gotten used to it and misclick now...
- I think the font size of the savegame files is way too big, also the scen description below. There's much "unused" space in the box.

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- the "box" containing the reserve units could be a bit taller

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- maybe my mind's playing tricks on me with this one, but wasn't the heavy inf. mortar icon somewhat bigger/sharper before?

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GabeKnight
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Re: Improvement suggestions v.8.4.1

Post by GabeKnight »

Truncated text in the scen description:

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GabeKnight
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Re: Improvement suggestions v.8.4.1

Post by GabeKnight »

The white highlight vanishes if I switch to another unit class:

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GabeKnight
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Re: Improvement suggestions v.8.4.1

Post by GabeKnight »

The range indicator preview (when hovering mouse over possible move-to hexes) is barely visible:

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bebro
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Re: Improvement suggestions v.8.4.1

Post by bebro »

Mousewheel scroll is ok for me now, was specifically mentioned in beta and seems fixed. Are you using old settings? Could be worth backing them up and test a clean new file.

Player/AI anims were really slow initially as well after UI change, but improved meanwhile too. Might still need further adjustments tho.
GabeKnight
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Re: Improvement suggestions v.8.4.1

Post by GabeKnight »

The "stock" unit name and renamed/changed text swap in the UI preview. Looks weird, should be equalized IMO:

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GabeKnight
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Re: Improvement suggestions v.8.4.1

Post by GabeKnight »

bebro wrote: Wed May 13, 2020 11:57 am Mousewheel scroll is ok for me now, was specifically mentioned in beta and seems fixed. Are you using old settings? Could be worth backing them up and test a clean new file.

Player/AI anims were really slow initially as well after UI change, but improved meanwhile too. Might still need further adjustments tho.
Tried it, and no joy.
As stated above, the max player/AI anim speed of the new file (options.dat) is slower than the saved settings inside the old file. It's too slow for my taste now.

And the mousewheel-scroll is okay for the left units panel, but very slow when reading texts (e.g. scen descriptions in the campaign screen) and especially super slow in the unit purchase screen.
GabeKnight
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Re: Improvement suggestions v.8.4.4

Post by GabeKnight »

When a custom name is given to a unit and you want to change that name (again), the field is blank.

Before, the previous custom name was shown and could be edited. I think that worked better.
GabeKnight
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Re: Improvement suggestions v.8.4.1

Post by GabeKnight »

RedSteel DLC, one of the last scens, sec. objective (sec. VP) marker points to an airfield - instead the town, I guess:

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terminator
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Re: Improvement suggestions v.8.4.1

Post by terminator »

GabeKnight wrote: Wed May 27, 2020 7:50 pm RedSteel DLC, one of the last scens, sec. objective (sec. VP) marker points to an airfield - instead the town, I guess:
sov2_14_Kharkov_43

There’s no silver flag, so maybe we should just delete that marker?

sov2_14_Kharkov_43.jpg
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GabeKnight
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Re: Improvement suggestions v.8.4.1

Post by GabeKnight »

terminator wrote: Thu May 28, 2020 5:08 am There’s no silver flag, so maybe we should just delete that marker?
Probably. At first I thought the neighbouring town had a silver flag hidden under those houses, but no.
GabeKnight
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Improvement suggestions (version whatever)

Post by GabeKnight »

AI improvement request/suggestions:

- the enemy AI team should NOT react when a "concealed" unit is approaching; only after it makes actual "contact" with it or gets attacked. The current system of how the AI "feels" the nearby precence of hidden units and tries to hunt it down is unrealisic and can be misused to "lure" whole armies into some corner hex with one commando/sniper unit.
- I don't like that the AI has complete air visibility; and I'm not absolutely sure, but it seems to even know the class of aircraft it is. Please change it back so the AI has only LOS/radar as the player.
- I think the AI arty target finding has to be improved. Currently it seems to choose the unit with the highest predicted HP-damage; and it even fires on it with three or four different arty units on the same turn... :roll: That AI behaviour is okay for direct-damage unit types (infantry, tanks, etc), but arty hits should target multiple units with high attack (or defence) stats as they should aim to reduce unit efficiency (or entrenchment) and NOT health points. Only exception to this rule may be counter-battery fire.
GabeKnight
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Improvement suggestions (version whatever)

Post by GabeKnight »

Oh, and could you please, please, please bring back these new unit messages. I've almost forgot about them. Super useful while they worked in the game, a long, long time ago... :wink:

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GabeKnight
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Improvement suggestions (version whatever)

Post by GabeKnight »

Endsieg, Smolensk_43 scen:

If I place a minefield on the Roslavl hex (an aux. engineer's already deployed there!), it blocks the whole southeastern task force, as I guess there're some AI changes not being triggered without capturing that town...
I suggest to add/swap an engineer or heavy inf. unit to that AI team.

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Mascarenhas
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Re: Improvement suggestions v.8.4.1

Post by Mascarenhas »

Also, if you want to change a unit's already given name, you have to write it over again, not edit as in the prior versions.
GabeKnight
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Improvement suggestions v.8.6.0

Post by GabeKnight »

Minor stuff:

Rising Sun DLC, RoadToManila - "Rosales" prim.VP is missing in the objective hex-links
Rising Sun DLC, NewZealand - prim. objective hex-link to Christchurch is off
Blitzkrieg DLC, 04_Belgium - event title "BloodSweatandTears" too big/long

I may be wrong and/or missed it, but I think the (captured) Char_B1_Germany and a6m5_zero_usa units never get to be assigned to the player as rewards...
Mascarenhas wrote: Wed Aug 19, 2020 6:04 pm Also, if you want to change a unit's already given name, you have to write it over again, not edit as in the prior versions.
Yep, mentioned that a few posts earlier, too!
bebro
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Re: Improvement suggestions (version whatever)

Post by bebro »

GabeKnight wrote: Thu Jul 09, 2020 4:03 am Oh, and could you please, please, please bring back these new unit messages. I've almost forgot about them. Super useful while they worked in the game, a long, long time ago... :wink:
Everyone wants to have it back, incl. me :)

The thing is where to cram it in for the tech folks.
terminator
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Re: Improvement suggestions (version whatever)

Post by terminator »

bebro wrote: Mon Sep 28, 2020 8:03 am
GabeKnight wrote: Thu Jul 09, 2020 4:03 am Oh, and could you please, please, please bring back these new unit messages. I've almost forgot about them. Super useful while they worked in the game, a long, long time ago... :wink:
Everyone wants to have it back, incl. me :)

The thing is where to cram it in for the tech folks.
Mission 2 Boot Camp :

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kondi754
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Re: Improvement suggestions

Post by kondi754 »

I wonder if it's possible to improve the graphics of ordinary/standard terrain in conditions from spring to autumn.
Desert, sea and winter snow-covered terrain look great on 4K monitors.
However, plain terrain looks decent at best :|
It would be great if it could be improved or changed :idea:

desert terrain.jpg
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winter snow terrain.jpg
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standard terrain.jpg
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Horst
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Re: Improvement suggestions

Post by Horst »

kondi754 wrote: Tue Oct 06, 2020 12:00 pm However, plain terrain looks decent at best :|
Yep, the open-ground's grassland has a too bright desert-like underlay. This gives a good transition from the many beaches of the old Pacific campaign scenarios but is untypical for the European theater which base soil color should rather be dark brown. Australia, on the other hand, got this typical reddish-brown soil. You can't make it right with a single terrain type for every region in the world. No idea, maybe it's possible with more climate types with different color palettes or shifts.

My own suggestion here: please make naval attacks versus land-units behave the same like land-artillery with diminishing damage on low-strength units. They decimate way too easy low-strength units by the long-range attacks.
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