Flop wrote:I've been playing the demo (1.05i) for a few days now. I've ordered the full game, but I understand that the demo is exactly like the full game, except for the 15 days limit.
Flop wrote:Anyway, I'd like a function that lets me know how far I can expect my stacks to move. Having to check the weather and terrain and consult the manual for the MP cost for each region each of my stacks will move through takes a long time, not to mention that I frequently overlook stuff like fortresses (I'm still new at this ). So it would be nice if there was a function to let me know how far along the planned route a given stack can be expected to move during its turn. If there's already such a function I apologize for the inconvenience. I've read most of the manual, but I have probably overlooked/forgotten many important points.
Flop wrote:Another thing I'd like is a different way of moving stacks. It annoys me greatly that I have to select a stack and then click it again to drag it. Half of the time I miss the stack when I try to drag it after having selected it, thereby selecting the province instead. This is doubly annoying if I have selected an alternative movement mode for the stack, because that is reset when the stack is unselected. This is a minor inconvenience, I admit, but with the number of stacks you have to order around the map during each turn of a game, it adds up.
A solution could be to just dump the drag/drop function and use a left click to select a stack and then a right click to select the region you want it to move to (first selecting an alternative movement mode, if you want to). Another, probably easier, way would be to make selecting the stacks less of a pixel hunt, by making them larger (perhaps not visually, just for the purpose of selecting them). Of course, if I'm the only one with this problem, I'll just go train my hand-eye coordination instead of bothering you with my problems.
calvinus wrote:This feature is already present. Look at the yellow-pulsating highlighted areas.
calvinus wrote:First, if you want to add a new movement step, you can drag by clicking from the animated shadow displayed on the currently last step.
Flop wrote:Edit: One more question about movement: are you supposed to be able to coordinate movement with an army that has already moved? I was able to do that in the scenario I described above. More precisely, I moved the second German army to besiege Liege, after which I activated the third German army. By chance I realised that I could now coordinate it's movement with the second army, which I'd just activated and moved, and thereby move that army again.
Flop wrote:Now that we're on the subject of moving, I have another question. I'm playing the 1914 scenario as the Central Powers in turn based mode, and I'm in the early august 1914. When I try to move the German first army the highlighted areas tell me that this army can reach Antwerp (provided I don't enter Liege first, of course, since there's a fortress there). However, if I remove the siege guns from the stack, the rest of the army can no longer reach Antwerp. Is it intentional that siege guns actually make a stack go faster? It's movement value is 3, whereas all other units in the stack have a value of 4.
Also, the siege guns alone can still reach Antwerp, according to the highlighted areas on the map, except it can't cross the river, so it would have to enter Liege first (which means it would have to stop there). However, when the siege guns are with the rest of the stack, that stack has no problem crossing the river.
Flop wrote:I know, but I was actually talking about adding the first step. Also, I find it a little bit annoying that if you have already added some steps and then try to add more, using the method you described, all steps will be cancelled if you make an illegal move (like trying to make the siege artillery of the german first army cross the river I was talking about ), meaning you have to start from scratch. Anyway, those are really very minor problems that I'm sure I'll get used to after playing a while.
For what concern the pulsating yellow filter, I must say that this informations are calculated without considering the presence of obstacles that would stop the move, sorry. Indeed the algorythm is already quite complex, and I cannot do it thougher, because the risk is to have a 5-10 secs delay each time you click on a stack!
calvinus wrote:For what concern the pulsating yellow filter, I must say that this informations are calculated without considering the presence of obstacles that would stop the move, sorry. Indeed the algorythm is already quite complex, and I cannot do it thougher, because the risk is to have a 5-10 secs delay each time you click on a stack!
Flop wrote:How exactly do you tell a huge river from a large river, and a large river from a small river/canal (and is there any difference between a small river and a canal)? Is it simply the size of the river on the map?
calvinus wrote:The matter of artillery unit making the stack able to move faster is very strange indeed. I will investigate on that.
calvinus wrote:Confirmed. The display bug is fixed. When selecting a stack you will have a delay a bit longer than usual (due to recursive calculations, indeed the error was caused by speed optimizations), but the yellow filter now is without errors!
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