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Fickle Objective Locations Requirements

Posted: Sun Apr 25, 2010 11:33 pm
by garyknowz
Is there any way to modify the scenario description to include VP requirement data or provide some way to clarify for the player what they need to do to maintain the VP locations? Trying to figure out what the objective location requires can sometimes be a real hassle. Sometimes 200 men and a leader is enough, other times it isn't (e.g., I'm playing Sickles right now and have 275 men and a leader standing on the Little Round Top VP spot and not a Reb within 1000 yards, and still not able to claim the VP points). It's frustrating having to fight a battle while in the background having to fiddle with figuring out VP location requirements.

Re:Fickle Objective Locations Requirements

Posted: Sun Apr 25, 2010 11:35 pm
by MrSpkr
If you click on the victory location on the map (press "M" to pull it up), it tells you how long and how many men you need, as well as how many points the victory location is worth.

Steve

Re:Fickle Objective Locations Requirements

Posted: Sun Apr 25, 2010 11:56 pm
by garyknowz
Thanks, Steve!

I never use the overhead map, so I didn't realize it was indicated there.

Cheers!
Gary

Re:Fickle Objective Locations Requirements

Posted: Mon Apr 26, 2010 12:06 am
by MrSpkr
No problem.

Re:Fickle Objective Locations Requirements

Posted: Mon Apr 26, 2010 1:39 am
by larrytagg
garyknowz wrote:
Thanks, Steve!

I never use the overhead map, so I didn't realize it was indicated there.

Cheers!
Gary
Hi Gary. The Map is the first thing I go to when I enter the game. It gets me oriented. As MrSpkr pointed out, it has the information on the Objectives, and, depending on which Difficulty Level you've chosen on the Options Screen, it also tells you where the enemy is--the lower the Difficulty, the more it tells you about enemy locations.

Re:Fickle Objective Locations Requirements

Posted: Mon Apr 26, 2010 3:20 am
by BOSTON
MrSpkr wrote:
If you click on the victory location on the map (press "M" to pull it up), it tells you how long and how many men you need, as well as how many points the victory location is worth.

Steve
That's information that could very well be added to the interface of the screen tool tool bar for a VP or multiple VPs for quicker reference. Don't forget the "Game Clock" is running while a player is trying to get orientated with the "Map". Depending on a players' memory span, may have to repeat the process a number of times (CRS), thus, chewing up the game clock, whereas, a player could be conserving their time focusing on other battlefield conditions.

BOSTON :)

Re:Fickle Objective Locations Requirements

Posted: Mon Apr 26, 2010 10:24 am
by RebBugler
The VP's can be modded to reflect VP criteria but it takes time dealing with getting the graphics right, I did this with several of my TC2M mods to reflect unique requirements. It's up to the designer, not a game issue. In most cases a simple mouseover on the map is the most efficient route to understanding VP criteria. Besides, text in the sky does take away from the battlefield ambiance for some folks.

Re:Fickle Objective Locations Requirements

Posted: Mon Apr 26, 2010 8:04 pm
by garyknowz
The Map is the first thing I go to when I enter the game. It gets me oriented. As MrSpkr pointed out, it has the information on the Objectives, and, depending on which Difficulty Level you've chosen on the Options Screen, it also tells you where the enemy is--the lower the Difficulty, the more it tells you about enemy locations.
Thanks, sir!

I used to use the overhead maps a lot in First Bull Run and TC2M, but since vowed to stop in order to make the experience *more* realistic. After all, how many CW commanders had a Harry Potter-esque interactive map at their disposal? :P I don't go so far a HITS all the time---it's merely a matter of degree.

But it's probable a good idea to get a peek at the map in the first minute or so.

-------

It would be nice to have this info on the cursor pass-over as suggested. A ring indicating the radii required would also be great. Right now, it's trial and error and takes time that should/could be employed more productively elsewhere. Is something like this moddable as well?

Thanks!
GK

Re:Fickle Objective Locations Requirements

Posted: Mon Apr 26, 2010 8:21 pm
by BOSTON
RebBugler wrote:
The VP's can be modded to reflect VP criteria but it takes time dealing with getting the graphics right, I did this with several of my TC2M mods to reflect unique requirements. It's up to the designer, not a game issue. In most cases a simple mouseover on the map is the most efficient route to understanding VP criteria. Besides, text in the sky does take away from the battlefield ambiance for some folks.
Not a fan of modding, never done modding, rather steer clear of it, no offense intended. I will ask if the modding of the VPs will be in the SDK that's comming out? Again I don't have any first hand experience of what it does or how to use it.

Re:Fickle Objective Locations Requirements

Posted: Mon Apr 26, 2010 8:26 pm
by norb
In the full SDK you will get the source to all of our scenarios. You can change them in any way that you want, including the VP sites.