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    Fuel Enhancements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • redrumR Offline
      redrum Admin @Frostion
      last edited by

      @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.

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

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      • General_ZodG Offline
        General_Zod Moderators
        last edited by

        I propose a section devoted to images in POS2.

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

          "isDisplayedFor" XML property is now available in the latest pre-release. Looking to get resource income added next.

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

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          • redrumR Offline
            redrum Admin
            last edited by

            Latest PR to add income to resource bar: https://github.com/triplea-game/triplea/pull/3035

            0_1519023302963_d0441ec9-3ed3-473c-95c2-cb723e6c0754-image.png

            For now, this only takes into account income from territories, units, and NOs. It ignores blockades, war bonds, triggers, relationship upkeep, and bonus income.

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

            B General_ZodG 2 Replies Last reply Reply Quote 2
            • B Offline
              beelee @redrum
              last edited by beelee

              @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 ?

              wc_sumptonW redrumR 2 Replies Last reply Reply Quote 0
              • wc_sumptonW Offline
                wc_sumpton @beelee
                last edited by

                @beelee Setting all your resources to 'isDisplayedFor'=NONE should do the trick thus the treat would be no resources displayed...

                Cheers...

                1 Reply Last reply Reply Quote 1
                • General_ZodG Offline
                  General_Zod Moderators @redrum
                  last edited by General_Zod

                  @redrum

                  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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                  • redrumR Offline
                    redrum Admin @beelee
                    last edited by redrum

                    @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.

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

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                    • LaFayetteL Offline
                      LaFayette Admin
                      last edited by

                      @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:
                      0_1519055684466_lonely.png

                      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:
                      0_1519054833030_moved_images.png

                      or, example 2:
                      0_1519055575524_second.png

                      Here is what that would look like for civil war:
                      Before:
                      0_1519056249665_civil.png

                      After:
                      0_1519056260874_after.png

                      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)

                      0_1519056473038_hover.png

                      HeppsH 1 Reply Last reply Reply Quote 2
                      • HeppsH Offline
                        Hepps Moderators @LaFayette
                        last edited by

                        @lafayette I can see either way.... I think the key is just consistancy.

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

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                        • redrumR Offline
                          redrum Admin
                          last edited by

                          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

                          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 3
                          • FrostionF Offline
                            Frostion Admin
                            last edited by

                            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 don’t expand the bar?

                            B: How about a description before the icons? Maybe text like “Resourses:”? Kind of like the “Round: 1” 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??

                            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 LaFayetteL 2 Replies Last reply Reply Quote 0
                            • redrumR Offline
                              redrum Admin @Frostion
                              last edited by

                              @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:

                              1. 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.
                              2. 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.

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

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                              • FrostionF Offline
                                Frostion Admin
                                last edited by Frostion

                                @redrum
                                A: You are right. But I can’t 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 “These small icons are your resourses.” 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. It’s kind of distracting as it is now.

                                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

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                                • LaFayetteL Offline
                                  LaFayette Admin @Frostion
                                  last edited by

                                  @frostion said in Fuel Enhancements:

                                  I like the centered resources

                                  I agree for civil war map, for maps with just one, it seems out of place. My opinion is to right justify to keep consistent and looking good if we have 1 or many. If we can make the single resource type look good centered, I'd have no objection to it.

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                                  • redrumR Offline
                                    redrum Admin
                                    last edited by redrum

                                    Alright so latest changes to add resource and territory effect icon support on bottom bar and purchase panel are submitted: https://github.com/triplea-game/triplea/pull/3118

                                    Iron War before:
                                    0_1519360100829_72bed8df-d624-464f-a9bb-e38bab7639c0-image.png

                                    Iron War after:
                                    0_1519359694718_0eda06b9-62d0-4442-99c1-d0c2fcc201c4-image.png

                                    Iron War (always have icon then quantity):
                                    0_1519367836991_bfa9b50c-e17f-4f67-8e94-d9643fe8f202-image.png

                                    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 4
                                    • redrumR Offline
                                      redrum Admin
                                      last edited by redrum

                                      Posted a third screenshot as it was pointed out its probably better to be consistent with always having resource icon then quantity. Any thoughts?

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

                                      General_ZodG 1 Reply Last reply Reply Quote 0
                                      • General_ZodG Offline
                                        General_Zod Moderators @redrum
                                        last edited by

                                        @redrum Definitely better. Looks great.

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

                                          I posted a reply in the other thread 😁 Hope you find it.
                                          ( https://forums.triplea-game.org/topic/583/image-icons/111 )

                                          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

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                                          • redrumR Offline
                                            redrum Admin
                                            last edited by

                                            So the first take at looking at unit movement fuel consumption:
                                            0_1519749793890_9cb5fa47-58cc-4ffd-b3d6-310b084765bf-image.png

                                            This is very similar to what @Frostion originally posted (https://github.com/triplea-game/triplea/issues/1310) except now that we have total resources displayed in the bottom bar, the red number instead shows how much fuel the given move is consuming as that should be more useful.

                                            So given that you can potentially have multiple resources for fuel cost, the next step is to try to add resource images and multiple numbers. So that instead of just "(2)" you could have say "2<supply_image> 4<industry_image>".

                                            Thoughts and feedback welcome.

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

                                            HeppsH 1 Reply Last reply Reply Quote 3

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