Fuel Enhancements
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Maybe try the first number back to yellow if using a grey again.
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@general_zod Yellow ends up being way too light to show on a light gray background as well.
I made a few adjustments to colors and here is the latest:

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@redrum That looks pretty good
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Let me just throw in new proposals:
I have used @Hepps mockup and redrums screenshots as basis for these.
I think the added arrow really help explain what info is being displayed, plus it is an eye catcher.
I removed the blue, as the dash number is in essence a part of the same number in front of it.
Lastly I removed the ( and ) as it seems redundant.

Thoughts?
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@frostion I do like the arrow since as you say it keeps things consisent as far as icons. Also really like the numbers for movement the same colour. The yellow version is with the darker background would have to be my favorite.
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@frostion So for the initial iteration I'm going to leave as is but interesting suggestions. Thoughts:
- I'm kind of neutral on parens vs no parens.
- The red doesn't show up very well on the darker gray background but the yellow looks nice.
- I'd probably make the green a bit darker but like how the light gray example looks. The challenge would be that if you have a move beyond max movement and it only shows the green number that would seem to contradict the red X you get as green tends to indicate "go"/"success".
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The latest changes have been merged and can be tested in the following pre-release: https://github.com/triplea-game/triplea/releases/tag/1.9.0.0.9464
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So on to fuel flat costs... Here is an example of what I'm proposing for the new XML parameter (fuelFlatCost):
<attachment name="unitAttachment" attachTo="fighter" javaClass="games.strategy.triplea.attatchments.UnitAttachment" type="unitType"> <option name="movement" value="4"/> <option name="carrierCost" value="1"/> <option name="isAir" value="true"/> <option name="attack" value="3"/> <option name="defense" value="4"/> <option name="fuelcost" value="oil" count="1"/> <option name="fuelFlatCost" value="oil" count="2"/> <option name="fuelFlatCost" value="pilots" count="1"/> </attachment>This would mean a fighter pays 2 oil & 1 pilot if it moves at all plus 1 oil per each move. So if it moved a total of 3 then it would pay 5 oil and 1 pilot. The goal is to have both the existing per move fuel cost (fuelCost) and the new fuel flat cost (fuelFlatCost) work for all unit types and be able to be used in any combination.
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@redrum are oil reserves being added for future maps

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@redrum storage tanks that can be bombed?
smells a Heppster in this scenario -
@prastle I sure hope so. Otherwise I'm adding features just for the fun of it

Actually I believe you could probably do some kind of bombing where when a structure is destroyed, you trigger loss of resources.
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@redrum your both evil bastards
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@redrum Looks great! Adding all these features just for the fun of it. What a champ!

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@hepps its almost like you want all to ignore unless Tylenol scripts
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@prastle Did you just volunteer to update POS2 XML?
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@redrum NOPE! but with all your additions I really hope you did

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Here is the PR adding the "fuelFlatCost" unit option: https://github.com/triplea-game/triplea/pull/3244
XML
<attachment name="unitAttachment" attachTo="elite_cavalry" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="consumesUnits" value="1:cavalry"/> <option name="movement" value="2"/> <option name="transportCost" value="3"/> <option name="canBlitz" value="true"/> <option name="requiresUnits" value="parade_ground"/> <option name="requiresUnits" value="general"/> <option name="createsResourcesList" value="-4:Supplies"/> <option name="fuelCost" value="Supplies" count="1"/> <option name="fuelFlatCost" value="Supplies" count="2"/> <option name="fuelFlatCost" value="Industry" count="1"/> <option name="canInvadeOnlyFrom" value="transport:train"/> <option name="createsResourcesList" value="-1:Manpower"/> <option name="attack" value="4"/> <option name="defense" value="3"/> </attachment>Before

After

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@redrum and you questioned why I said you were brilliant?
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Nice update. I still hope that you would reconsider removing the ( and the ) signs. They just make the movement bar unnecessarily long, and not having them would be more consistent with how icons and numbers are displayed elsewhere.
I think that I will have to start work on Iron War and Iron War Europe movement fuel versions. Hopefully balanced versions of these can be ready alongside a new engine release
Jubii! And they can make use of the hide resources from players feature!
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