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noxnoctum

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Posts posted by noxnoctum

  1. *bletch*

    No, not "maybe". UNLESS it is a cyclable option, do not do this.

    I don't understand the problem, you can just press alt+p to turn them off. Like the trees.

    Did it bother you in CMx1? That's all I'm asking for. The exact same thing.

    Might want to try ALT + P

    It still only shows up if you have a unit selected though. In CMBB if you u had them turned on they were visible at all times. (unit selected or no... IIRC it was shift+p in CMx1)

  2. If and when you guys do implement this Steve I hope you can also make it so the lines are always visible, even when no unit is selected (currently they disappear if no unit is selected).

    Or at least maybe add the option to the hotkey function to have them always be on, so cycling alt+p would give you:

    Show All Move Paths OFF

    Show All Move Paths ON

    Always Show All Move Paths ON

    It doesn't matter much right now since we can't select the lines anyways, but once we can, it will be very helpful to always be able to see them.

  3. This is something that is definitely possible. This is, I think, the first request I've seen for it since CMSF was first released. Because moveable waypoints or not, the ability to click on movement lines and switch units is still applicable. So I don't feel too bad about forgetting about this behavior since in 6 years nobody that I know of has mentioned it until now :D

    There's an argument to be made for the camera moving and a counter argument for keeping it stationary. I think the better way, most of the time, is to have the camera remain stationary. Though we can see what the testers thing for sure.

    No fears about accidental waypoint movement. The behavior I'm picturing would be one click on a movement line to select the unit and then click/hold to move a waypoint. This is a pretty good safety feature to avoid accidental movement and it also is kinda necessary because waypoints aren't explicitly available except to current units.

    Steve

    Awesome to hear! I look forward to it being added :). I've always felt like CMx1 was "easier to play", and it took me a while to realize it, but the way the waypoints work is probably the #1 reason (for me at least). So it would be a huge relief to no longer have this getting in the way.

    And I definitely agree that the camera should stay stationary. This allows you to quickly adjust orders for a large number of units while still looking at their end destination (which is of course the thing that you're fine tuning them to... the crest of a hill, a gully, a house, etc.) If the camera moved we'd be back where we started (excessive moving around the map to find units/terrain)

  4. I see what you're saying, and sometimes I agree, but I can forsee just as many "I clicked on a line by accident and plotted waypoints for the wrong unit" problems.

    I don't see that happening really. It pretty much never happened for me at least in CMx1. A nice thing about the CMx1 system was when you'd pressed the key to issue a new waypoint (M, Q, whatever) you could no longer accidentally select other lines. I would hope/assume it would be the same in CMx2 if the change was made. The only time where it could even be an issue would be if you're moving a bunch of units down the same road, but to me, going to CMx1's system would still be infinitely preferable. Huge time saver.

  5. Selecting a unit by clicking on any part of its movement path is DIFFERENT than what the OP stated. However, I agree that it would be nice to have that functionality...coupled with the camera staying put. I'd hate to pick a movement path and then have the camera zap back to the unit. So, yes, +1 from me for that.

    Ken

    Yes I got a bit mixed up with what was missing in CMx2 vs CMx1. So I edited my original post.

  6. It seems like a really minor thing, but it really is so helpful (to my playstyle at least) to not have to select a unit first before moving its waypoint. Particularly in say, a large armored battle where I have a mass of tanks approaching a hull down position. Obviously the exact spot to stop will be slightly different for each vehicle, so you have to micro somewhat. It's so much easier to do this kind of thing in CMx1 because you can issue a mass move order to everyone at once first, and then very quickly and efficiently adjust as needed. In CMx2 I have to continually go back and select each unit. Like I said earlier, it does add up over time. There's lots of things I hope to see added to CMx2, but an improved interface is probably near the top for me. Even the best of games can become a chore to play if it lacks those little touches that makes the whole thing go over smoother.

  7. Haha you're right. Weird, I coulda sworn...

    Memories of CMBN must have merged in my mind or something.

    Anyways, a nice surprise, thanks!

    EDIT: Ok nevermind, I see why I was confused. In the game currently, you can only click and move the waypoint of the unit you currently have selected (whether the end point or the line segment). So if you're like me, and always play with "Show all move paths" (Alt-P by default), you cannot click on one of the other lines and start moving it. You have to first select that unit and then move the line.

    So what I would like to see implemented, is being able to select other lines while either having another unit selected or no unit selected at all. (this is what was in CMx1) I edited the first post, I'll post up some screenies just so it's clear what I'm talking about.

  8. It's great that we have moveable waypoints in CMFI, it definitely lightens the micromanagement load, but one small adjustment would lighten it even more: being able to adjust the waypoints of units that you do not currently have selected (if you're playing with show all waypoints on). It's a small change, but it would have a pretty big impact, especially when you are managing a very large force. Having to zoom in and click on each unit before moving its waypoint can be a bit irksome, and in some very crowded situations, you're just better off deleting and starting over, which kinda defeats the purpose. It doesn't make a big difference with just a few squads, but if you're trying to, say, order 30-40 vehicles down a road in a convoy it can get maddening.

    In CMx1 you could have a slew of lines criss-crossing over each other but could quickly and easily adjust things by dragging the lines in the needed direction (without having to click on each unit before dragging its movement orders around).

    IMO it's subtle things like this that make the workload of CMx2 sometimes seem quite massive compared to CMBB and CMAK. Being able to move waypoints at all is a great improvement, but being able to do so without clicking on each unit first would make a massive difference.

    CMx1:

    ea04n7.jpg

    I have my HQ unit selected, but I can click on any of the lines of the other units and start moving them immediately (it selects the unit automatically). If I have no unit selected, I can still do this (the waypoints still show even if you have nothing selected, hotkey for showing them is Shift-P by default in CMx1).

    CMx2:

    swv1ix.jpg

    I have my HQ unit selected, and I can move its waypoint, but I cannot click on any of the other lines to select their corresponding unit (the circled ones). I have to instead find the unit itself, click on it, and then I can move the waypoint. If no unit is selected the waypoints don't show at all. (I'd prefer them to still be visible but this is a minor issue, the main thing is just being able to click on any waypoint without having to click on the unit itself first).

    It's the difference between constantly looking back to your units to select each one individually to adjust its waypoint, or simply having a bunch of move orders in a general area and then being able to quickly adjust and finetune them. With a large number of units the extra work adds up real fast.

  9. Ya a different kind of arc that released the minute a unit was fired upon would be nice. Either that or an arc that releases as soon as the unit issed the arc itself opens fire. Though I think a hunt order ala CMx1 should come first ;).

    The thing is GaJ there are situations where you WOULD want a unit to hold fire even if fired upon. Say for instance if you have a squad or tank or what have you watching a critical area (maybe you're waiting to get a side shot on an enemy column or something) and have separate units assigned to cover other portions of the map. I have been in situations like these many times and when that happens I'm glad that a unit does not get distracted by anything else.

    But otherwise... generally wide arcs are better.

    Alternatively, what you can do is set a smaller arc that is set at the exact point where you want to commence the ambush, put a timer on it (30 second or whatever you think is necessary), then issue a move order right where you already are and set a much wider covered arc on that move order. That way you can be precise with when you want the ambushers to start shooting, but can also give them a much wider target area half way through the turn (when they presumably have already started shooting... if you anticipated enemy movement correctly)

  10. Am I missing something? When a tank is close to infantry IME, they get knocked out pretty quick (by regular grenades). I just assumed the AT grenades were kind of "included" in the modeling of the anti infantry ones.

    BTW, this is a different issue, but how do I get my engineers to use satchels offensively (i.e. against infantry in sandbags/trenches or against a tank), I'm having trouble with that.

  11. Ya bocage bores me to tears. It's too limiting, and if you're playing the AI it makes its weaknesses that much more apparent.

    Playing through Conrath's Counterattack right now is such a refreshing change.

    I can't wait for Bagration. Even though 1-to-1 has its issues, seeing an SMG company of PPSh toting mechanized infantry individually modeled and blasting away will be nice indeed ;).

  12. The fixes specifically contained in v2.01 were done long after v1.01 was released, so they are definitely not a part of v1.01. They will, however, be coming into Italy along with Gustav Line. That will be version v1.10 and, like always, there will be a 100% free patch for Fortress Italy customers who don't have Gustav Line.

    Steve

    Sorry I know this is a bit of an old thread but just wanted to double check that these MG changes will definitely be available in a free patch (i.e. not like CMBN 2.0 patch) for people who only have CMFI (and not Gustav---which I'll probably get, but might not immediately)?

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