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    Will there ever be an “Unmoved units finder”? (Previous, Next and Sleep buttons)

    Scheduled Pinned Locked Moved Feature Requests & Ideas
    15 Posts 6 Posters 5.7k Views 7 Watching
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    • LaFayetteL Offline
      LaFayette Admin
      last edited by

      Thanks for bringing this back up. I need to resurrect that project.

      This is the branch that work is on: https://github.com/DanVanAtta/triplea/tree/unit_scroller

      I'm still focused on lobby DB update features currently. If anyone would like to pick the branch up in the meantime, they would be welcome. Otherwise I'll see about revisiting and dusting it off that branch next (regrettably really not sure when that would be though).

      redrumR 1 Reply Last reply Reply Quote 1
      • redrumR Offline
        redrum Admin @LaFayette
        last edited by

        @LaFayette How far along did you get on this concept? Just wondering whether its worth resurrecting given there will probably be a bunch of merge conflicts anyways or if someone else picks it up to just start fresh.

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        LaFayetteL 1 Reply Last reply Reply Quote 0
        • redrumR Offline
          redrum Admin @Frostion
          last edited by

          @Frostion Also my thought is units should be grouped by territory. So if I click sleep then it would sleep all units in the current territory. I don't want to have to click sleep for the 50 unit stack in territory X.

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

          1 Reply Last reply Reply Quote 0
          • FrostionF Offline
            Frostion Admin
            last edited by

            @redrum
            Maybe not sleep a whole territory, maybe it would be more practical to only sleep a stack of units, like sleep all the Infantry in a territory. Click next and you get all the armour, then the fighters and so on? Anyway, I hope this can be tested some day 🙄

            @LaFayette That sounds great! I think of this "missing" feature a lot. It would be really nice on the big maps to be free of forgotten units. It would be a game changer 😁

            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

            redrumR 1 Reply Last reply Reply Quote 1
            • redrumR Offline
              redrum Admin @Frostion
              last edited by

              @Frostion Yeah, that was my other thought is per unit type per territory. Not sure which would be better though either would be better than nothing 🙂

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              1 Reply Last reply Reply Quote 0
              • C Offline
                Cernel Moderators @Frostion
                last edited by

                @Frostion I really dislike the "moon" or "zzz" or somesuch for skipping. I still suggest using something more abstract, like what I posted here:
                http://tripleadev.1671093.n2.nabble.com/Need-Gfx-for-Unit-scroller-Left-Right-Center-Skip-Icons-tp7591477p7591864.html

                I get it would be fairly clear to everyone, but the Japanese fought primarily at night time, and the Italians got royally navied night time, actually taking their major losses at sea during night actions, beside the sinking of the Roma by the ex-allied Germans, and all the sea battles around Guadalcanal, and I could continue. I think all stuff should be totally abstract, not hinting about night or day or actions or anything at all. If you have a map focused on almost whatever WWII Japanese land campaign, a moon symbol should represent offensive actions. And, in general, I believe stuff should be either totally abstract or customisable (I suggest abstract, here). I know I'm talking in principle, here, but this is what I think (I'm just saying I would personally hate to see that moon symbol representing no actions).

                LaFayetteL 1 Reply Last reply Reply Quote 0
                • LaFayetteL Offline
                  LaFayette Admin @redrum
                  last edited by

                  @redrum Looking through the commits to see what changes is probably the most worthwhile. Trying to rebase it maybe be a lost cause, but could be done maybe...

                  1 Reply Last reply Reply Quote 0
                  • LaFayetteL Offline
                    LaFayette Admin @Cernel
                    last edited by

                    @Cernel Could use alternative images, I have no strong opinions. The key IMO is that we have keyboard shortcuts for these unit commands (next/prev/sleep/skip). Then we create a graphics that has buttons that correspond to those actions, and hover over text that indicates which key maps to the button.

                    The 'units left to move' is bit gravy on top. To really dust this off, we would want to remove units that cannot move from the listings so they are not roated in the scroller.

                    My personal plan is to continue a bit more first with email game challenges, then see about coming back to this. If anyone has interest they are welcome to coordinate : )

                    HeppsH 1 Reply Last reply Reply Quote 0
                    • HeppsH Offline
                      Hepps Moderators @LaFayette
                      last edited by

                      @LaFayette I am utterly useless at working on the coding... but if you need something made graphically... feel free to reach out to me.

                      "A joyous heart sours with the burden of expectation"
                      Hepster

                      1 Reply Last reply Reply Quote 1
                      • Z Offline
                        zlefin Moderators
                        last edited by

                        So, is this meant to supplant, or add onto, the existing unmoved units finding system?

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @zlefin
                          last edited by

                          @zlefin Probably add onto. The highlighting is still useful but its often hard to find them and there is no way to 'sleep' a unit. That is what this feature request would address.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          1 Reply Last reply Reply Quote 0
                          • C Offline
                            Cernel Moderators
                            last edited by

                            I just want to repeat that I definitely disagree with having a "moon" or "sleep" or "night" symbol for the skip button. For example, in WWII the Japanese would mainly attack during night time; so assuming that the night means you do nothing is not meaningful. Having something like "zzz" is maybe better, but I surely don't like it, either.

                            My alternative proposals of using a check mark to tell the unit is fine where it is:
                            http://tripleadev.1671093.n2.nabble.com/Need-Gfx-for-Unit-scroller-Left-Right-Center-Skip-Icons-tp7591477p7591864.html

                            1 Reply Last reply Reply Quote 0
                            • LaFayetteL Offline
                              LaFayette Admin
                              last edited by

                              The feature would have put a left/right arrow on the screen with a count of how many unused units there were. Hotkeys would have been mapped to these, and hitting space bar would proceed to the next one. So you could scroll through all units and then 'skip' a unit you do not want to move.

                              There was a bug with the hotkey system where the main window would lose the listener and the hotkeys would stop working until the map was clicked. That delayed/broke the feature, so I've some old code in a branch hanging out for this but it'll take some time to revive that and to fix the hotkey problem (which was our oldest open bug tracked in github).

                              Other TripleA priorities are more pressing, I don't rightly know when I'll get back to this, but I would like to.

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