Fuel Enhancements
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@wc_sumpton Hehe Gigglez!
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The initial changes to display the resource amounts are now in the pre-release: https://github.com/triplea-game/triplea/releases
Testing and feedback welcome.
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PR for adding "isDisplayedFor" XML resource property: https://github.com/triplea-game/triplea/pull/3015
<resourceList> <resource name="techTokens" isDisplayedFor="NONE"/> <resource name="PUs" isDisplayedFor="Union"/> <resource name="Manpower" isDisplayedFor="Confederate"/> <resource name="Supplies" isDisplayedFor="Union:Confederate"/> <resource name="Industry"/> <resource name="Leadership"/> </resourceList>Confederate:

Union:

@Frostion FYI, I was doing some testing on various maps and noticed the resource icons in dragon war are on the larger size: https://github.com/triplea-maps/dragon_war/tree/master/map/resources. You probably want to scale those down

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@redrum
I will have to test this on all my maps, and I will want to make new small resource png's in the appropriate sizes. As the flag picture in the bottom right corner is 32x32, is this the max size of the resource pictures? I guess that the bar has a fixed seize, so that the bar does not expand if the pictures are too big, right?As for Dragon War, the pictures that are named ???_large.png are used in the purchase screen. Are you telling me that they are also used in the bar? I would have thought that the maybe too small 12x12 pictures called Wood.png, Food.png, Metal.png and PUs.png would be used in the bar.
I will test this new pre-release when I got time. Dunno when that is. Maybe within a few days.
PS: Funny that we both thought about the player specific resources in nearly the same way

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@frostion From my testing, there is no limit on the bar height but the right portion of the bar where the flag is doesn't scale with the rest of the bar so looks funny if they are too tall. So right now, I think 32x32 would be the max that looks decent though all the defaults that I tested with are 24x24.
Right now I'm pulling in the *_large resources images as the engine standard is regular are 12x12 and *_large are 24x24. The 12x12 are way too small looking. Not sure about the purchase screen. Are you specifying which images it pulls in or does it choose those ones? If so probably need to consider having 3 standard sizes.
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@redrum
I have tested and confirmed that the purchase screen pulls the _large.png version. And because of this, the large version should be able to be unit size. I guess the best size for the bottom bar is 24x24 and up to 32x32. The reason why the small resource pictures are tiny in Dragon War is because I really didn't know at the time what those pictures were for, and then I just made them 12x12 as this was the size I saw in another map dir
(I still don't know what these small pictures are used for. Please enlighten me.)The only two maps I made that uses resources are Dragon War and Star Trek. Both maps have tiny 10x10/12x12 resource pictures plus larger "_large.png" versions for the purchase screen. I will probably make 24x24 versions of resources for all my maps.
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@frostion Looking at the code, it appears only the *_large version is used and the regular version isn't referenced anywhere.
I think it brings up the question of where should the "resource" images be displayed and what sizes make the most sense. I'd agree that we need at least a unit size version for places where its displayed with units (purchase/place/etc) and some version for the bottom bar.
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I propose a section devoted to images in POS2.
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"isDisplayedFor" XML property is now available in the latest pre-release. Looking to get resource income added next.
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Latest PR to add income to resource bar: https://github.com/triplea-game/triplea/pull/3035

For now, this only takes into account income from territories, units, and NOs. It ignores blockades, war bonds, triggers, relationship upkeep, and bonus income.
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@redrum right on Good stuff.
Since you mentioned "Blockades" ( even though it's not taken into account ) It'd be cool to have "Convoy Zones" represented if/when it all happens : )Edit: Think I'm on the right thread. : ) Maybe already addressed but will one be able to turn off the bar if they want ?
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@beelee Setting all your resources to 'isDisplayedFor'=NONE should do the trick thus the treat would be no resources displayed...
Cheers...
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Nice job so far.
I have one more to add to your list, "createsResourcesList". Not sure if it will be taken into account as trigger.
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@beelee I believe most maps that use convoy zones, have them treated as territory income not blockade but testing some of the maps and seeing if the income estimate matches what the player gets at the end of their turn would be helpful.
@General_Zod "createsResourcesList" is what I mean by income from units so yes that is already taken into account. Triggers are only referring to actual "TriggerAttachments" that use resource/resourceCount.
FYI. The main reason I'm ignoring blockades, war bonds, and triggers, is that I believe those have some kind of roll/chance option which means they aren't necessarily guaranteed income. If we are going to include those, we'd either need to assume worst possible rolls or average roll so that the amount would be consistent.
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@redrum I like the progress, please keep it up, it's a game changer for multi-resource maps. I've two suggestions for discussion/consideration
Suggestion 1: right justify the economy display,
Before:

On the near full screen above, the "34(+34)" PU indicator is pretty lonely and without context. I was thinking adding "Russians: 5(+34)" was maybe the way to go, to then realize we have exactly this same information on the right. Justifying the income label to the right groups the current turn information together.
Example 1:

or, example 2:

Here is what that would look like for civil war:
Before:

After:

With many resources, it is kinda nice to have the resources display centered. So three options:
- always centered
- always right justified
- conditional, 1 or 2 resources is right justified, otherwise it is centered
It'll be interesting to hear what the group thinks on this, I'm really torn between the options. I think for Civil War, centered is probably pretty clear, but with one lonely resource, the right justified gives context to the information and groups it, which I also like.
Suggestion 2: split hover text between PU indicator and the expected income indicator
So instead of it all being one hovertext, when the user hovers over the "+34" it'll say expected income (and perhaps would be a good place to note any things in calculation so the number is transparent)

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@lafayette I can see either way.... I think the key is just consistancy.
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Suggestion 1 - Thoughts
I'm open to adjusting the ordering/layout of the various sections of the bottom bar as I haven't put much thought into yet just getting the functionality out there. I'd definitely vote against example 1 since I think CW and multi-resource maps would look weird with current player name before resources. I don't have a strong preference between what we have now and example 2 - right aligning the resource portion.Suggestion 2 - Thoughts
So probably not worth having a tooltip over each (+X) that just says "expected income" (no/little value IMO). What I'd like to eventually do is have a separate tooltip for the (+X) portion that shows the income breakdown (territory vs units vs NOs, etc).
Example tooltip (could discuss how much to break it down as well):
+45 from territories
+30 from units
+10 from NOs -
I like the centered resources. It both fysically and informationwise seperates the resource info from the territory and step/round info.
A: How about having the bottom bar a fixed hight of 32x32, so that too large pictures donโt expand the bar?
B: How about a description before the icons? Maybe text like โResourses:โ? Kind of like the โRound: 1โ to the far left.
An issue I have noticed is that the displayed resources flicker / move side to side when the engine runs through different steps and players. Could you somehow fixate the separating bars between the Territory name info to the far left and the box that displays the centered icons? Or is this issue just a result of the icons loading and disappearing in milliseconds??
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@frostion Thoughts:
A. We could have a fixed height though that would just cut off part of the resource images I think not sure that is better or worse. Honestly I don't think this is a big deal either way since map makers would quickly realize this and fix their image sizes (once we properly define the image sizes and where each is used
).B. I thought about that but felt like it didn't really add anything. Once you load the game up a few times and now that we have the income next to it, its seems really obvious that they are resource amounts/income.
I noticed the flickering as well though this is caused I believe primarily by 2 things:
- When the phase/round changes the phase name on the right changes width and causes the whole bar to resize. Might need to consider hard coding the width of the phase name to be the longest possible phase name.
- Resources are different from 1 player to another player using isDisplayedFor. This I think is ok since you are actually showing different resources then.
I didn't get a flicker when just the resource amounts change like if you move a unit that consumes fuel.
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@redrum
A: You are right. But I canโt see any damaged in making it fixed, thereby forcing the mapmaker to shrink the pictures to a fitting size. But again, this is nothing that players would ever know of
B: You are right. And no other game I know of needs to spell out that โThese small icons are your resourses.โ LOL

Flickering: Yes flickering when a new set/combo of resources is displayed is OK. But it would be nice to have them fixed when going through steps/players who has the same set of resources. Itโs kind of distracting as it is now.
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