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EDIT: Oh I think it's vice versa: not the units that can be attacked are colored red, but the units that can perform the attack - that makes more sense. So tank-traps aren't our worst enemy (sight) ;-)
PS: sorry for the several posts, but I'm sooo excited ;-)
EDIT: Hm... but why has the carrier only red dots for the anti-air attacks (and the same aplies to all other units with anti-air attack only) ? that seems a bit odd, imho - it would be better, to aply the same system to all units, I think (= yellow rings instead of the red dots). ;-)
... and what's still missing, is that we (the players) could display this values permanently for the AI-units. :( (maybe you could make it possible that we could at least select one single hosile unit, in order to show this values permanently (until the next AI-unit is selected) ?) Only this way we could be released from the (anoying and unnecessary, imho) duty of counting the hexes, I think. ;-)
... and the second (eastern) Greyhound is a bit too far ist positioned, imho - since it spoilers the location of the fuel-depos. :( - Or is this something that's intended in this adopter-thing, too ? - In this case... well you got my feed-back above already. ;-)
So, for your question:
- M8 Greyhounds in M2: Those are there for testing purposes and shouldn't be in the level. Well good thing it's not int the main branch ;-)
- The attack prognosis always was a trial balloon, and if the players think it's good and useful as it is now, we might as well add it to the ai.
- Yes, the units that can attack are tinted red. We might also show the units that can be attacked (with a red hex beneath). Would that be useful or is the weapon range display enough?
- We will have to check some of the visual ranges, could be that they need some tweaks
- Carrier/red dots: Just to make sure I get this right: At the moment the shape is determined by the number of things to display on a hex (1: dot, 2: dot + ring, 3: dit + ring + bigger ring) and the colour is determined by 1st weapon (red), second weapon (yellow),...
And you suggest that weapons of the same type get the same colour and the same shape (e.g. yellow ring) on all units, right?
- Explanation for colours: we intended to keep it in, as I think the player needs a point of reference for this. Not sure if it will keep this look, though. And we can probably make it optional
- Do you think we still need a way to keep the range dots for one or even several opponents on the map? Our idea was that the red tinted units show you what spots are not save to stay on or move to. So I'm not really sure where you would have to count hexes but maybe I'm missing something here?
Anyway, as I said above, it's all not quite finished yet, but we are glad that it looks like we're on the right track :-)
Yes, I think you're definitely on the right track (at least for me) - the handling / gameplay is sooo much better now... ;-)
Great ! :)
I think this might be too confusing - and the weapon-range display is enough (for me). And for me it's alo enough that the attackable units have those red hexes, when I selected a unit.
Right ! I think the problem is mainly the color (for e.g. cruisers the red dots show the ground-attack range, but for carriers, etc. the same color shows the attack-range of anti-air attacks - that's confusing (at least at the beginning). But I also think that it would not be very good to use yellow dots instead for the carriers or the other ant-air-only units (since the e.g. cruisers have yellow rings for the anti-air range (additionally to the red dots)). Therefore I would suggest to use the same whole system (color and shape) for all units. And since the carriers have yellow circles for the anti-air range, why not use it for the other ant-air-only units, too (but without the red dots, since the can't attack ground-units at all. ;-) - Did this make it a bit clearer ?
Yes, you should make it optional for the advanced players (and then you needn't change it, imho), I think. ;-)
Yes, I think they are still needed, because otherwise the player couldn't see the attack-range of the units that are out of the range of the AI-units that could attack the unit he wants to move (if I'm not comlpetely mistaken, why you asked this).
The need to count hexes does always apply when the game doesn't show you / the players the things you need to know, to find the hexes on which your units can't be attacked or aren't visually detected. Now for player-units this is now no problem (and for the attack-range(s) of the hexes the player can move to). But for the AI-units this still is something you / the players have to remember (= the hexes that are in the attack-range of an AI-unit the mouse was over) or (if he knows the attack-range of the given unit) to count, since the shown ranges disappear the moment the mouse is no more over the given unit (since you can't "select" AI-units, yet). An Example: I wanted to find save hexes outside of the range of the AAs that are stationed on the coastline of some missions (2 hexes outside exactly, since the AAs can move one hex, too). But to do this I could only show the attack-range of the AAs in question while my mouse is pointed over them (just like before the adopter-features) . This way I could find the (save) hexes I would like to move my planes to very easily, since I only have to look at the borderlines of the attack-range. But at the moment when I select my own unit (a plane) in order to perform the former planed action, I can only try to remember the former found hexes or count them, since I know the attack-range of the AAs, already. That's what I think is still the problem here. ;-)
EDIT: Of course you could now find the attack-range of the AAs of my example, it you move the mouse to the hexes within this attack-range (since the AAs that could attack my planes are colored red now). But outside this attack-range there's (still) no possibility to see the hexes that are outside the attack-range (after the movement) / safe.
EDIT: But you have (secretly) improved the display of the life-points of damaged units - now that's super nice - thank you very much :) (in the name of all the players who also wanted this) ;-) ... and also the sound-issues from the last version seem to be fixed (no stealthy Rangers and no silent AI-approaches anymore).
... but you also have used the description of the normal (big) artillery-bunker for the "small arti-bunker" (unaltered). And since the description contains words like "big", its not quite fitting anymore, I'd say - so a bit more for your final texts-checks, I guess. ;-) ... but the "small" bunker is really quite cute (although it looks more like a small infantry-bunker with the tower of a lost tank, imho - where the Germans really so poor / inventive ?) :)
... and another thing for your final texts-checks (just in case that they are not so totally final / late;-)): In the mission-briefing of miss 9 there is written: "Snow (...) increases fuel costs (...)" - But you haven't revealed that you are going to implement a fuel-system, or am I missing something ? So, I guess that's something from the original version that slipped your mind, too - am I right ?
@frankycl:
- Again with the dots: How about that: If we find a nice way to not only display if a unit can attack the selected unit/the unit under the cursor (as we do with the red tint) but also if it can attack (or maybe see) the unit after it (the enemy unit) has moved, would that work or am I still something missing here? We had discussed this option but as it requires some additional work we first wanted to see how the players like our idea in general.
- Movement points for ai units: You are right here, there really is no reason to hide these
- Fixes not mentioned in the update description: I just forgot to put them there as these were made for the next "real" update and not particularly for the early adopters branch (although this branch contains these changes, too), but we'll list them in the upcoming update
- Yes, more text stuff to do :-D
- The original TO had fuel management but we removed it as we felt it was too much micromanagement (especially if the base is very far away from the battle)
- You are right, the truck problem is a bug, we'll have a look at it
- Terrain info: Well there are still the colors that might need explanation but maybe we could make this info window optional
So, thanks again for all your feedback and ideas