Anyone else accidentally sending units around quite often?

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Dreepa

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For some reason, when I want to attack, I sometimes slightly click next to the unit and move it to the enemy.
It also happens sometimes when I right click a unit and drag, to change the facing.

I don't know if it's just me... But it would be cool to have one click to see the path and action they will take, and another click to execute it. Wasn't it like that in AOW1 or 2? Or am I remembering wrong?

And when changing facing, a slight arrow while holding the right mouse button down and choosing direction would also go a long way.


PS: The preview could even show the weapon range border from the viewpoint of the new position. What would also be very convenient.
 
Last edited:

resand

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For some reason, when I want to attack, I sometimes slightly click next to the unit and move it to the enemy.
It also happens sometimes when I right click a unit and drag, to change the facing.

I don't know if it's just me... But it would be cool to have one click to see the path and action they will take, and another click to execute it. Wasn't it like that in AOW1 or 2? Or am I remembering wrong?

And when changing facing, a slight arrow while holding the right mouse button down and choosing direction would also go a long way.


PS: The preview could even show the weapon range border from the viewpoint of the new position. What would also be very convenient.
All the time. The game desperately needs a undo function for movements.
 
Last edited by a moderator:

Triumph Jordi

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It also happens sometimes when I right click a unit and drag, to change the facing.
And when changing facing, a slight arrow while holding the right mouse button down and choosing direction would also go a long way.
That's why we added that nice Rotate button to your abilities bar. We got a lot of feedback from pre-release version that didn't even know Turning was a thing.

PS: The preview could even show the weapon range border from the viewpoint of the new position. What would also be very convenient.
If you have a attack selected it will show you the units you can hit and the likelihood through a target on the unit cards. It's not exactly the same but it should give a indication of whom you'll be able to hit.
 

Dreepa

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Thanks for taking the time to reply, I understand, though consider this:


That's why we added that nice Rotate button to your abilities bar. We got a lot of feedback from pre-release version that didn't even know Turning was a thing.

Why not use the same feedback on the hex system when the player uses "right click on unit and drag mouse", if you already have implemented a direction indicator for the button functionality? I mean, surely it is much easier to just right click the unit and drag, then clicking an extra button. Especially since facing matters after every move in this game.


If you have a attack selected it will show you the units you can hit and the likelihood through a target on the unit cards. It's not exactly the same but it should give a indication of whom you'll be able to hit.

This is very good! I have not known this exists. Thanks. The GUI ability bar does not really communicate that well. (Toggle vs instant execution etc.)
 
Last edited:

Zenicetus

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Yeah, I've done this a few times. It reminds me of another game, I think it was Divinity Original Sin 1, where I would be aiming a spell or ranged attack, and not clicking exactly on the character would trigger a move instead.

At least in that case, if I remember right, the enemy character would show a highlighted effect if the mouse cursor was in the right spot for targeting vs. moving. If there are any changes made I'd prefer something like that, instead of needing an additional confirmation click that would slow down the flow of combat.
 

Bankipriel

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Yeah. This was driving me crazy. I finally had to turn off the automatic selection of "next" unit. I changed the hotkey for "select next unit" from "n" to "`/~" (above tab), and find the extra key presses worth it, in exchange for never accidentally sending a unit running off to their death.
 
Last edited:

Garresh

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Yeah. This was driving me crazy. I finally had to turn off the automatic selection of "next" unit. Ihotkeyed "select next unit" from "n" to "`/~" (above tab), and find the extra key presses worth-it, in exchange for never accidentally sending a unit running off to their death.

You are a gentleman and a scholar.
 

Triumph Jordi

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Why not use the same feedback on the hex system when the player uses "right click on unit and drag mouse", if you already have implemented a direction indicator for the button functionality? I mean, surely it is much easier to just right click the unit and drag, then clicking an extra button. Especially since facing matters after every move in this game.
That's a fair point, I feel that their might be a UX issue there but I'm not entirely sure. I'll play around with how it actually behaves and talk with the team to see if we can also add the highlight to the right-click turn behavior.
 

Dreepa

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That's a fair point, I feel that their might be a UX issue there but I'm not entirely sure. I'll play around with how it actually behaves and talk with the team to see if we can also add the highlight to the right-click turn behavior.

So while we're at this topic, I would like to mentioned another slight inconvenience/ inconsisteny:

Flow for ground units:
->Select a ground unit, right click a hex to move to hex, right click the same spot, drag to enemy, release, unit changes facing, press defense mode: Unit done
Flow for flyer units:
->Select a flyer unit, right click a hex to move to hex, right click the same spot ->does not work here. Instead mouse needs to be moved on the 3d model of the flyer, and then rotation right-mouse-button drag works.

I know I know, minor minor E improvement, don't beat me. It's just something I noticed in terms of "flow" that sometimes leads me to accidentally move the unit, since when I move a lot of ground units, and set their facing, moving a flyer all of a sudden makes me not change "mindset" immediately and I forget that I should be clicking the model, not the hex.

EDIT:
I just realized, this is not possible, as their might be a unit standing below the flyer, on the same hex. :(






If you have a attack selected it will show you the units you can hit and the likelihood through a target on the unit cards. It's not exactly the same but it should give a indication of whom you'll be able to hit.

Just noticed this does not work for AOE weapons, where you still need to count hexes by hand. Correct me if I am wrong.
 
Last edited:

TheDarkMaster

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Unit selection while air units are around can be a pain in general. Since their selection model is not the hex itself, they easily get in front of other units that you might want to select, forcing you to move the camera to select the unit you want to get.
 

Dreepa

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Unit selection while air units are around can be a pain in general. Since their selection model is not the hex itself, they easily get in front of other units that you might want to select, forcing you to move the camera to select the unit you want to get.

Yeah, that's a different topic, but I agree.

The thing is, the selection hitbox of the flyers is HUGE. That's making it worse. Also, there might be a unit standing BELOW a flyer (which usually is rarely allowed in games like this, a hex can usually be only occupied by one unit). So interacting with the hex instead of the flyer is not an option.

Though rotating the camera is not a big deal IF it wasn't so painfully slow that I have to move the mouse many times. And unfortunately it cannot be set in the options.

I guess making such a big game with so much content, you gonna have to sacrifice some polishing and iterations somewhere and say: "Well, it works, let's keep rolling with the important stuff".
 

Dreepa

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it does INDEED work for AoE weapons, you just usually can't move at the same time you have it selected so the white dotted line might be harder to see.

What you are saying is, that I can move the mouse to a preview position and see how far I can use an AOE attack from that position before moving there?
How do you do that?
 

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I second the UNDO button - there are even times when I'm right-clicking to speed up enemies (but don't want the entire thing sped up) and I right-click just as my turn starts, moving someone. Or if I mis-click, being able to Undo would be critically important. Please consider adding it, if possible!
 

Rezca

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I second the UNDO button - there are even times when I'm right-clicking to speed up enemies (but don't want the entire thing sped up) and I right-click just as my turn starts, moving someone. Or if I mis-click, being able to Undo would be critically important. Please consider adding it, if possible!

Third'ed it. I've gotten units into poor spots with misclicks so many times. Once you "finalize" the movement it'll stick, but before you do so you can Undo just in case (I swear there's been times where the chance-to-hit indicator doesn't work properly for some skills, but it could just be my imagination)
 

Dreepa

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Undo won't work if you trigger enemy abilities such as overwatch.
The signs and feedback just needs to be improved, and movement should be on the 2nd click, the first showing a preview of what will happen, the second executing it.
And the inpatient player could still just double-click to move and feel no difference to the current controls.
 

Vjeldan

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I wouldn't mind to have to click one more time on every move instead of having to reload to round 1 of the battle after i accidentally sent my sharpshooter storming into the enemy.
Actually i would have to click less, since i use the face-direction button after every movement action.
 

Dreepa

First Lieutenant
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Jan 27, 2011
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There is another big benefit for having 2 steps: It would allow for hit-chances to be shown for that future position.
AFAIK we currently have now way of estimating if a move will end up in a position with a good or bad hit probability, other than going there, checking, and re-loading a save-game. Correct me if I'm wrong.