Z74
Lieutenant
Posts: 101
Joined: Tue Jan 14, 2014 9:43 am

Recruiting screen

Tue Jan 21, 2014 8:39 am

It's a bit hard to handle things the way they are.
To begin with, the cog, applies a color-coding filter that only shows brown/green and overrides other filtering (the standard map filtering).
We do have other filters there (as I said the old NW shows WV but it's ok) and I think these filters should have their color-coding applied as well (i.e. you select NW and the whole NW dept goes alight and in there the recruiting areas should go green).

I think the default zoom level should go back to unzoom as far as the whole dept involved in the filtering.

Another thing I would like to see is a proper use of hovering-selection-double click on the units. Hovering shouldn't do anything because it goes messy when you move the mouse. You should select the unit and see all the highlighted zones for that unit.

Double clicking on a unit could be used to unzoom back again to the default level (as mentioned above with filtering). I alrdy mentioned I think this screen should work on a state level (because manpower, war supplies and transportation should work on a state level and not national level. That means we should switch from dept to state filtering.

An example of my difficulty is with NY.
When you hit the cog, all goes brown but several green areas. The map doesn't go to the NY area. If I double click on the unit, the zoom goes to Eerie lake, not to NY and since, in order to scroll down the map, I must use the mouse, I almost always enter other units... which takes off the green area from the previous unit. See... it's an interface that does work but it's a bit messy and it can definitely be improved.

The addition of the West means there's more than half map completely unknown (at least to me) and I am totally lost between dept filtering and complete lack of color-coded layers for the state recruiting within those dept filters.

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Papa Thomas
Corporal
Posts: 43
Joined: Thu Jan 23, 2014 8:34 pm

Thu Jan 23, 2014 9:44 pm

I agree, recruiting has become very tedious. While I do like that I get to choose where the units will appear, having to sort through and find specific units requires a large amount of clicking.

minipol
General
Posts: 560
Joined: Fri Oct 11, 2013 1:24 pm

Thu Jan 23, 2014 11:30 pm

It involves a lot of scrolling. Maybe if they made the screen several rows high instead of only 1 row, we wouldn't have to scroll as much?
More like a grid with the units in it?

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Ace
Posts: 3503
Joined: Mon Aug 30, 2010 4:33 pm
Location: Croatia

Fri Jan 24, 2014 7:09 am

Have you tried scrolling with the mouse wheel instead with arrows. Much faster. And unit type filters help a lot.

Z74
Lieutenant
Posts: 101
Joined: Tue Jan 14, 2014 9:43 am

Fri Jan 24, 2014 10:00 am

The problem is not the unit/theater filtering.
You must still drag and drop on a map that is mostly brown with a few green spots and it has no color filtering which, considering the map is twice as big as AACW's I'd say is quite confusing. Granted that it works, but the UI could have been built better even though, as far as recruiting is concerned, this is secondary, it's just UI.

As a sidenote, what really is important here is that the recruiting center for men/horses/special units/ships/guns are accurate (historic locations).
Which brings us back to 3 grand-points.

1) the ability to recruit: a small recruitment center can't recruit and process as many units as a big one (manpower must be treated on a state level not national level and recruitment center size should have capping on the number of units it can recruit and process per turn).
2) the ability to transfer units from one side of the map to the other must be limited by state and not nation rail/riverine points.
3) we need the ability (useful mainly for CSA) to destroy the recruitment centers and gun factories when the region is captured.

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ArmChairGeneral
AGEod Grognard
Posts: 997
Joined: Thu Nov 21, 2013 9:00 am
Location: Austin, TX, USA

Thu Jan 30, 2014 4:27 am

My issue IS with unit/theater filtering. For the Love of Pete, please make the filters persistent! (In other words, If I was looking at SE artillery before, clicking the cog should open up with SE artillery still selected.)

Also, is there some purpose behind the order in which the units are displayed? It would seem that grouping all of a state's units next to each other would make more sense, or else maybe listing them in order of power. I can't figure out why (for example) KY militia are over on the left, but KY infantry brigades are way over on the right, with transports and artillery in between them.

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Ace
Posts: 3503
Joined: Mon Aug 30, 2010 4:33 pm
Location: Croatia

Thu Jan 30, 2014 10:35 am

I agree on the persistent part. It would be a big improvement.
About other request on unit order. I am more into grouping them by type than by state, so I guess it's arbitrary and depends on the personal preference.

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Fri Jan 31, 2014 10:15 am

Persistent filters won't make into the next patch but the work has been done for 1.04 at least :)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Z74
Lieutenant
Posts: 101
Joined: Tue Jan 14, 2014 9:43 am

Fri Jan 31, 2014 1:34 pm

Pocus wrote:Persistent filters won't make into the next patch but the work has been done for 1.04 at least :)


Is there chance to see manpower, rail/river and wsu be built and used in state-based pools rather than at national level? Perhaps in 1.05?
Organizing transfer of the content of these pools might be object of national and state decisions (with their cost of course).

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ArmChairGeneral
AGEod Grognard
Posts: 997
Joined: Thu Nov 21, 2013 9:00 am
Location: Austin, TX, USA

Sun Feb 02, 2014 1:59 am

Sweet! You guys are awesome! I, for one, really appreciate these tweaks that make gameplay quicker.

I would be happy with any grouping system, as long as there is some organization to it. I think they are listed in the order that they enter the force pool now? At least that's the best I can figure out. Either way, a minor point compared to filter persistence in my book. I'm so excited!

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