ajarnlance wrote:using the recruitment or decision modes a left click on a unit to recruit or a decision card should LOCK that card in place so that you can move around the map and not lose the current selection. Currently as soon as you move the cursor you lose the selected card.
ajarnlance wrote:After placing a new recruit on the map the screen should RETURN to the recruitment screen at the point I left it.
MikeV wrote: Finally (and this is BIG one), the lack of Undo while recruiting or making any of the regional decisions is incredibly frustrating. No undo? Really?!?C'mon guys, it's 2013 ...
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MikeV wrote:It's also tragic that we have to pop up a dialog box to re-name units, and that the Enter key doesn't act the same as clicking the accept button(and really subtle & weird bugs manifest when we forget
). Editable strings should be editable in situ.
MikeV wrote:Finally (and this is BIG one), the lack of Undo while recruiting or making any of the regional decisions is incredibly frustrating. No undo? Really?!?C'mon guys, it's 2013 ...
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RebelYell wrote:If you want cancel a unit you dragged to the map to recruit, select it and press Del.
If you want to cancel a regional decision right-click the icon in the map.
If you have trouble to see the map you can filter stacks in and out with Ctrl F1-F4
Hope that was what you where after here.![]()
ajarnlance wrote:...
Second, when you are using the recruitment or decision modes a left click on a unit to recruit or a decision card should LOCK that card in place so that you can move around the map and not lose the current selection. Currently as soon as you move the cursor you lose the selected card.
...
Thanks!
willgamer wrote:Agree with your other comments, including the locking the selected card here... But on this point, actually you only lose the current select if your cursor touches even 1 pixel of another card. So that's very easy to do when moving around the map, but it is possible if you go slowly and carefully to avoid.![]()
RebelYell wrote:They said that about Grant also.![]()
ajarnlance wrote:Imagine Lee having Jackson on hand to make one of his famous flanking marches to get Meade out of position at Gettysburg...
ajarnlance wrote:The assault on Marye's Heights was led by Burnside at the battle of Fredericksburg.
ajarnlance wrote:Grant only drank when he was bored (I guess if he'd had a computer and AGEOD he might never have fallen off the wagon!). The assault on Marye's Heights was led by Burnside at the battle of Fredericksburg. However, Grant did plenty of blood letting once he got control in the eastern theatre. Mary Lincoln called him a butcher. I agree about Sherman and Jackson. One huge "what if" is Jackson's untimely death. Imagine Lee having Jackson on hand to make one of his famous flanking marches to get Meade out of position at Gettysburg...
MikeV wrote:... which is exactly what Longstreet recommended: "I urged that we should move around by our right to the left of Meade, and put our army between him and Washington, threatening his left and rear, and thus force him to attack us in such position as we might select."
But Lee would have none of it: "If the enemy is there tomorrow, we must attack him."
The rest, as they say, is history.
RebelYell wrote:The Union had the Pipe Creek line as a fall back position, it would have taken Jackson to prevent them getting there.
MikeV wrote:
Similarly, it would be nice to select a leader's stack and recruit additional units directly (if they aren't recruitable in that region, they can appear in the closest available region, with default movement orders to the then-current leader stack position when complete).
MikeV wrote:That whole recruitment large icon ribbon UI needs a re-design. As noted, it needs to remember last-selected settings.
I'm also finding the Corps/Division organization icon ribbon to be a bit frustrating: dragging & dropping some unit cards always selects the new stack, even though I'm not finished working with the old stack. When going back to the old stack, the ribbon resets, and we have to scroll left or right to get back to selecting what units we want ...
Ace wrote:C'mon, this is not rts. The recruited units appear on map unfinished and untrained, and will be done in 4 turns. Who knows where your general will be in 4 turns, he might be dead by then. It is opening a can of worms.
Ace wrote:I agree with those two suggestions. It has been mentioned before and I am sure it is on Pocus (pretty long) to-do list.
minipol wrote:True, thing is, the generals had almost 50 years to adopt their tactics, yet they didn't.
It was brutal. On the soldiers and the population. The Germans wanted to cross the territory fast to get to France before they could prepare themselves and were brutal.
Luckily our much smaller army, far less equiped with way older material succeeded in delaying the Germans enough so the French could prepare.
Also, in Belgium we speak both Dutch (Flemish population, roughly 60% of the total population), and French (Walloon population, about 40% of the population).
Most officers where French speaking as at that time, the south was richer here, and had more influence. Now the northern part of Belgium is richer.
They shouted orders in French to the soldiers, which consisted of a lot of Dutch speaking soldiers.
A lot of them farmer boys, not knowing any French. Some were executed for not understanding the orders.
To this day, it's always been quite controversial to talk about this here. It's hard to form one nation if you have that kind of history and 2 different languages in 1 country.
After the first world war, we gained some territory from the Germans, where people of course speak German, so we have 3 official languages, in a country of merely 11m people.
I'm actually reading Shelby Foote but it's not easy to read when English is not your native language
Thanks for the insight![]()
minipol wrote:I'm actually reading Shelby Foote but it's not easy to read when English is not your native language
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