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  • RE: TWW 3.0.0.6 Gully (al) vs redrum (ax)

    @Gully Scramble and OOL?

    posted in Play By Forum
  • RE: TWW 3.0.0.6 Gully (al) vs redrum (ax)

    TripleA Manual Gamesave Post: Japan round 5

    TripleA Manual Gamesave Post for game: Total World War: December 1941 3.0, version: 3.0.0.6

    Game History

    Round: 5
    
        Research Technology - Japan
            Trigger japaneseaTITB: Japan gains access to ImprovedTacticalBombers
            Trigger japaneseaTIFR: Japan gains access to IncreasedFighterRange
            Japan spend 0 on tech rolls
                Japan rolls : 0/1 hits, 0.00 expected hits
    
        Combat Move - Japan
            Trigger japaneseAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to japaneseAirTransport
            Trigger japaneseAirtraninfra1: Setting attack to 1 for unitAttachment attached to japaneseAirTransport
            Trigger japaneseAirtraninfra1: Setting destroyedWhenCapturedBy cleared  for unitAttachment attached to japaneseAirTransport
            Trigger japaneseTank1: Setting isLandTransportable to false for unitAttachment attached to japaneseTank
            Trigger japaneseMecht3: Setting isLandTransportable to false for unitAttachment attached to japaneseMech.Infantry
            Trigger japaneseHvyTank1: Setting isLandTransportable to false for unitAttachment attached to japaneseHeavyTank
            Trigger japaneseTank2: Setting isLandTransportable to true for unitAttachment attached to japaneseTank
            Trigger japaneseHvyTank2: Setting isLandTransportable to true for unitAttachment attached to japaneseHeavyTank
            Trigger japaneseMecht4: Setting isLandTransportable to true for unitAttachment attached to japaneseMech.Infantry
            2 japaneseInfantrys moved from Burma to Yunnan
            1 japaneseInfantry moved from Hunan to Kweichow
            1 japaneseCombatEngineer moved from Hupeh to Kweichow
            4 japaneseFighters and 1 japaneseTacticalBomber moved from Inner Mongolia to Tsinghai
            1 japaneseInfantry moved from Kansu to Tsinghai
            1 japaneseMech.Infantry moved from Hupeh to Tsinghai
            2 japaneseMech.Infantrys moved from Inner Mongolia to Tsinghai
            1 japaneseMech.Infantry moved from Inner Mongolia to Tsinghai
            1 japaneseFighter moved from Shansi to Kweichow
            1 japaneseNavalFighter moved from French Indochina to Kweichow
            2 japaneseNavalFighters moved from 86 Sea Zone to Rangoon
            1 japaneseTransport moved from 86 Sea Zone to 87 Sea Zone
            2 japaneseInfantrys moved from Malay to 87 Sea Zone
            2 japaneseInfantrys moved from 87 Sea Zone to Rangoon
            2 japaneseNavalFighters moved from 92 Sea Zone to Rangoon
            1 japaneseStrategicBomber moved from French Indochina to Tsinghai
            1 japaneseNavalFighter moved from French Indochina to Yunnan
            1 japaneseInfantry moved from Vladivostok to Khabarovskiy Kray
                  Manchuria take Khabarovskiy Kray from Russia
            1 japaneseArtillery moved from Burma to Rangoon
            1 japaneseTransport moved from 100 Sea Zone to 99 Sea Zone
            2 japaneseInfantrys moved from Tokyo to 99 Sea Zone
            2 japaneseInfantrys and 1 japaneseTransport moved from 99 Sea Zone to 100 Sea Zone
            2 japaneseInfantrys moved from 100 Sea Zone to Soviet Far East
            1 japaneseInfantry moved from Kamchatka to Soviet Far East
            5 japaneseTanks moved from Hupeh to Northern China
            2 japaneseMech.Infantrys moved from Inner Mongolia to Northern China
            1 japaneseAntiTankGun moved from Inner Mongolia to Northern China
            1 japaneseArtillery and 6 japaneseInfantrys moved from Inner Mongolia to Northern China
            1 japaneseSubmarine moved from 109 Sea Zone to 116 Sea Zone
            1 japaneseSubmarine moved from 108 Sea Zone to 118 Sea Zone
    
        Combat - Japan
    

    Combat Hit Differential Summary :

    Japan rolls : : 0.00
    

    Savegame

    posted in Play By Forum
  • RE: Screen centering/cycling around map UI idea

    @Cernel

    while the other arrow should be absent or only working until getting back to the initial unit group displayed

    What's the intended benefit? If I want to go back to the last 'selected' unit, why should I have to scroll all the way through first?

    posted in Feature Requests & Ideas
  • RE: Screen centering/cycling around map UI idea

    @Cernel "put to sleep" has connotations : )
    It's usually used in animal shelters.

    Skip does advance to the next unit so that we avoid an "empty unit" selection. If you hold space bar, you can skip all units. It seems clunky if you have to alternate between pressing space and 'n' to do that. Alternatively, every time you press 'space' to skip, you'd need to press 'n' to go to the next unit. It's much nicer to be able to skip and go to next without having to do those as two separate actions. The intended use-case for the 'unit-scroller' is to 'scroll' or 'cycle' through all available units.

    posted in Feature Requests & Ideas
  • RE: Screen centering/cycling around map UI idea

    As another perspective, the minimap sets a minimum sizing (due to the UI framework). So there is a minimum. We are talking about a mere 15px increase of this minimum.

    If we disappear elements that do not fit, it's then a difference of 15 px for when the smallest of minimaps and unit scroller would disappear. In other cases, the minimap would disappear before the unit scroller. It's a bit moot as I don't know/think offhand that could be done cleanly.

    We certainly could consider having a similar 'hide' button for the unit scroller. It would require some additional space, which maybe is not a good choice. I certainly would like more opinions and feedback before we demo that.

    posted in Feature Requests & Ideas
  • RE: Screen centering/cycling around map UI idea

    Thanks for the response

    @Cernel have you considered the implication for unit move history and the stats table? A unit move history of 150px might cut-off the first unit moved, let alone cutting off on the second.

    Once you reduce the space so much that the unit scroller doesn't fit anymore, it should disappear, and there should be an option for having it disappear

    We have a "full-screen" mode, the entire right hand edge can be shrunk. Having just the unit scroller disappear is not trivial. A feature to have the right hand edge disappear independent of the mini-map would seem to serve that goal well.

    My biggest concern without having a minimum, focusing "too" much on allocating space for the map, is that the unit history and stats tables suffer. It has been a long running annoyance to have to scale the stats table to be able to see the values. It's a particular problem on WaW where many values go beyond the expected 2 digits and are 3 or 4 digits.

    posted in Feature Requests & Ideas
  • RE: Total World War: December 1941 3.0.0.6

    @wirkey Yeah, the issue is without reverting to original owners immediately that if you would build infrastructure and then liberate the nation's capital, that nation wouldn't be able to use that infrastructure (americanFactory != chineseFactory). So we'd need triggers to either convert infra units across nations or have them become materials when liberation occurs.

    posted in Maps & Mods
  • RE: Screen centering/cycling around map UI idea

    Terminology

    @Cernel had a lot of points against the sleep terminology. Civ uses 'sentry', and I suppose we've ruled that out. 'Station' being a real world term, "A garrison is stationed in the city" is a positive. I'm not necessarily going for military realism, but we want to create analogies and mappings for concepts to be made more obvious, using a real term helps that.

    For example: "3 druids and 2 bears are asleep in Gondor". "3 druids and 2 bears are stationed in Gondor". I think 'station' might actually be a better fitting term in the more generic sense. The definition of the word 'station' fits what we want really well:

    station 4. the place where someone or something stands or is placed on military or other duty.

    I'm really concerned we are stuck in our initial positions and have hit a point of bikeshedding. Let's put a pin in the terminology for a few days. Please everyone play test the new buttons, try to get used to the new terminology, and let's see if we all still feel the same after a few days.

    Spacing

    @Cernel I agree more space for the map is better. Though, does 30px really make a difference to you? Does the unit history getting cut-off not bother you?

    Can we have more opinions on this as well. I'm not a fan of the gap between the mini-map and the right hand edge. I also think though that the minimap size was never made standard and the Napoleonic Wars is an anomaly and was just made too small. The unit history getting cut-off looks bad IMO.

    If we seek to make the unit scroller buttons even more narrow, they do not look as good. At this point I think the right answer is to make the minimap slightly larger on that one map. Trading the aesthetic of the unit scroller controls to not look good on every map is a bad trade-off IMO compared to fixing the one map where the minimap is extra small. The unit history being cut-off is significant, the tabs being put to 3 rows instead of 2 is cluttery, the player table being that narrow makes that unusable without resizing.

    Sun Icon

    @Frostion indeed, sun+moon being false antonyms was a problem. Looking at it, the 'sun' is not quite right. An artificial light source is probably better representative as we shining a spotlight on the unmoved units. @Frostion if you could propose a light bulb, or a lantern, flashlight, search light, something similar that would make a good icon, that would be really appreciated.

    posted in Feature Requests & Ideas
  • RE: Vertical Scrolling

    @beelee I mean if the code snippet is small enough, it fits inside the text box, but the whole point of those "code blocks" is to not apply any formatting whatsoever, this includes line breaks.
    For stacktraces especially they become a pain to read when the lines are wrapped around, having those code blocks makes the line stay-as is.
    In case you're just annoyed that you'll have to grap the vertical horizontal scrollbar, you can easily avoid that problem by either holding shift while scrolling, or getting a mouse that supports that kind of sideway scrolling (you can then push the mousewheel to the side to achieve the same thing).

    But if you just want to see everything at once, then there probably isn't a solution for you.

    posted in Help & Questions
  • RE: Screen centering/cycling around map UI idea

    @LaFayette I'd prefer sleep over station.

    posted in Feature Requests & Ideas