enf91 wrote:Percentage has nothing to do with it. Each segment is 20 cohesion: the bar is saying there is 2 sets of 20 out of a possible 3. It's a general indicator, not an exact science.
Firstly, if you are correct, then it should be
x sets of
20 out of a possible
4, because Cohesion max is
80.
Secondly, if that is the case, the rounding is ... deceiving. Logically it should only display a set when at least half of that set is available, not just one point of that set.
EG:
0 - 10 cohesion : no purple bar displayed
11 - 30 cohesion : 1 bar displayed
31 - 50 cohesion : 2 bars displayed
51 - 70 cohesion : 3 bars displayed
71 - 80 cohesion : 4 bars displayed
Gray_Lensman wrote:I think your explanation is quite probably incorrect and it's definitely confusing to make any sense out of it, exact science or not.
I have to agree with Captain_Orso here that the current cohesion bar display is unclear. It would actually be of more informational value to the player/gamers if the purple column actually did show itself filled in approx. 50% when the cohesion is 41/80.
To me it looks as if the bar is displaying the unit's max. possible cohesion compared to 100 rather than the unit's actual cohesion value compared to the unit's max. possible cohesion value.
In formula terms
unit's max. possible cohesion/100
vs
unit's current cohesion/unit's max. possible cohesion
Pocus? This might be considered for an overall AGE engine change?
I think enf91 may be correct, but barring being able to test this in any orderly fashion I'll just have to leave it at that.
I can live quite well with the bar size itself representing the maximum possible Cohesion. That is an additional little piece of information at a glance, which is good. If the bar were always at 100% of the physical possible display area, it would not depict the actual maximum cohesion of the unit.
My peeve is with the rounding of when one of these 20-point sections of the bar is displayed.
soloswolf wrote:On the topic of misrepresented graphics... Both the X axis and Y are off on the mini-map. I'm not sur if this is a simple fix or not,but it has been present for some time.
Wolf ... what fix?

Gray_Lensman wrote:Sorry, but I don't think so. The X/Y coordinates are just fine on the mini-map. I just tested this by positioning the mouse pointer tip exactly over Ft Monroe's tiny little blue dot and the resulting large screen positioned exactly with Ft Monroe centered. I tested this with the AACW original v1.14 game engine AND the new (not released yet) AACW v1.14d game engine. Both behaved the same.
Now, if you're referring to the X/Y coordinates in the Full debug box when positioned over Ft Monroe vs what they are when positioned over the mini-map, this is a misinterpretation of those X/Y coordinates. In effect the X/Y coordinates depicted while the mouse is over the mini-map are actually the coordinates of the position that exist on the full screen map currently "covered" by the mini-map.
On my mini-map the 'dots' are askew too. Here's a section of the main map with the mini map pasted over it.
As you can see, the 'dots' for my fleet(s), the CSA fleet and the British land unit are all shifted up by at least the full height of one 'dot'.
Here's the mini map in its original size to make it easier to view. This is exactly how it looks for me in-game.
I've learned to live with it, as I have other problems with which to deal, like Hindeman in Racine, WI with a mini-division, who just wiped-out 5 Cav reinforcements in Milwaukee before they were trained.

leure:
I'm going to wipe him out to the last man. Revenge is a dish best served piping-hot.
