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

      @cernel So maybe anchoring wasn't the best term to use as I was more referring to conceptually not technically anchoring. The point I was trying to make is that you have to make the "name" box fairly wide to accommodate the longest territory name + potential resource income of territories. If you aren't hovered over a territory or have one with a small name then you end up with a bunch of space in between the end of the name and the player resources/income. This ends up looking strange especially for maps that only use PUs as they just have a little PUs icon and income sitting out in the middle of the bar (which makes it feel like its conceptually floating). It tends to work better to put territory name/income in the middle since it changes content as you hover over different territories where as the player resources/income is static in display except the amounts/income numbers updating.

      Map makers control the ordering and which player resources are displayed on the bottom bar. Its based on the order in the XML and whether you set the isDisplayedFor property as described here: https://forums.triplea-game.org/topic/558/fuel-enhancements

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

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

        @redrum Well, ok, I'll still confirm that I think the most important information you get in there is about the territory, and thus I would have in bottom left the territory name then PUs then other resources, and anything else like telling the stats I think is less important, as I see it. So this is my personal judgment.
        Of course, if others prefer otherwies, I'm just confirming my preference.
        And yes, if it is feasible to set the wideness equal to the longest territory name in the map, that would be my suggestion, as well, in having the territory name first on the left, so that the resources won't float at all (I don't believe I would be bothered by some useless spacing).

        I missed the fact you can hide resources. That's good. Sadly, I haven't got around reviewing the fuel stuff, sigh. 😞

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        • ZjelcopZ Offline
          Zjelcop Moderators
          last edited by Zjelcop

          My late 2 cents:

          Watching a game in the lobby and really dislike the new movement indicator mostly because it hides stuff on the map. Old one was fine, not blocking any views and not too apparent/present. Actually you only need it sometimes and then it is easy to find. All the other times it is easily ignored. Now the constant info that a unit will move 1 step annoys me.

          Personally I do like the 2/4 movement info as it gives instant max movement info that i find useful with so many different maps and units around or especially when checking air movement possibilities. This is especially true when you already moved an air unit or say a land unit with movement 3. The info would let you know how much movement is left.

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

            @zjelcop It takes a little getting used to but I do feel having a background on the movement indicator makes it much easier to read and look more professional. Many people either didn't notice or had a hard time reading the old movement indicator.

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

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

              I am in the process of testing Iron War with the new movement indicator, fuel consumption indicator and bottom bar rearranged info with icons. (A test version of iron War will be available for everyone to test when I have made a roughly balanced and playable XLM) I have played a lot lately, and I must say that the new features collectively raise the play experience quite a bit.

              Iron War uses multiple resources. With the added small icons my eyes and mind are now much more focused on the bottom bar counters. Before, I had a tendency to just ignore the resource info, maybe only thinking of PUs, and then just get annoyed at the purchase window when I realized that I did not have enough special resources to purchase what I wanted. Maybe it is because of the replacement of text with pictures, and that the mind does not have to read but just se and recognize stuff that makes it easier to think about. I dunno.

              The above is also affected by the new fuel system, including the counter that really works great. The fuel consumption counter could not in any practical way work without the new movement indicator. One could say that the indicator should maybe be transparent, but I would argue against that. It’s pretty important info, and I guess that this was also why the old indicator was so large and in so sharp colors. Also the new indicator has been reduced in size to a minimum.

              Regarding the bottom bar, because one’s eyes are focused a lot on the bottom bar, in maps like Iron War, it makes good sense and makes it easy to look when the info is fixed to the left. It’s just easier to find and read quickly than if it was somewhere near the center of the bar and the eyes had to scan and find its left starting point.

              I would say that one should play quite a few games with the new features to get a better impression and feel in relation to pros and cons. It is still only in pre-release, so I guess it will be a long time before anything is final.

              In regards to the 1 move info, if there is an actual demand from a larger audience, maybe there could be an UI option where players could opt out 1 move indicator information completely? Like “Show 1-move indicator information” or something like that?

              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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              • C Offline
                Cernel Moderators @redrum
                last edited by

                @redrum In my opinion, the old one was unpolished and the new one is annoying. As I said, I would just let the players able to switch this feature on/off; how hard can that be? It would not be the most unpopular option we have on the menu, fairly sure of that.
                Of course, once you have done the menu switch, you can also have a minimum distance setting, from 1 to, say, 99 (so, if you put it off, you never see it; if you put it on, you see it for distances equal or bigger than the setting, default at 1, which means all).

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

                  @cernel Rather than spending time creating settings that <1% of people use, I'd rather figure out how to make it better so that the 99% that aren't ever going to change that setting get the benefit.

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

                  C 2 Replies Last reply Reply Quote 3
                  • C Offline
                    Cernel Moderators @redrum
                    last edited by

                    @redrum Well, wanting to keep it polished and well visible, the only way to do that is assuring it won't usually hover the target territory.

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                    • C Offline
                      Cernel Moderators @redrum
                      last edited by

                      @redrum Also, instead of a straight on/off, the setting can be that it may be alternatively shown on the bottom bar only, if off; meaning in the same place when now you get the warnings like "Cannot blitz on that route".

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                      • FrostionF Offline
                        Frostion Admin
                        last edited by Frostion

                        First issue:
                        I am testing a lot right now, and looking a lot on the bottom bar. The fixed position of the overall recourse income works great IMO. There is still a minor issue with the fact that territory name flickers back and forth a bit. I would like to propose a fix:

                        • If the resource icons were left aligned in a box set to perhaps 30% of the total bottom bar, then a new 30% box could start right of that. In this second box things could also be left aligned displaying first territory name, income and territory effects. After this, the box for “Warnings” could start, and would then be 60% in. This way the names would not flicker, instead it would only do as the resources now do, expand more or less towards the right.

                        • If you try to experiment with the above, then I would also call for the “Warnings box”, “Player/nation name box” and the “Step box” to get some margin space before/after text. Income text and the round counter text have space before/after, so I guess the other boxes could also haveit. Just for the looks and readability.

                        Second issue:
                        I hope that the Actions and Operations window will also get a facelift. There seems to be some issues atm. With this window. In the current example, I have just spent 20 PUs on supplies to Thailand. Problems:

                        1. The order of displaying resources in the Actions and Operations window is different.
                        2. The Actions and Operations displays the CR (Colonial resource) even though Japan should not have it displayed. (Japan will generate a few of this recourse at the end of the round, but it will be removed again by triggers.)
                        3. The Actions and Operations window does not display the Pilot resource like the bottom bar. (I guess because Japan in this round will not generate any “Pilot” resources.)
                          0_1521288731377_Unavngivet.png
                          This is how resourses are listed in XML:
                          <resourceList>
                          <resource name="PUs"/>
                          <resource name="Iron"/>
                          <resource name="Fuel"/>
                          <resource name="CR" isDisplayedFor="France:British-Colonies:Italy:British-India:French-Colonies:KNIL"/>
                          <resource name="SS" isDisplayedFor="Germany"/>
                          <resource name="Pilot" isDisplayedFor="Japan"/>
                          <resource name="Officials" isDisplayedFor="USSR"/>
                          </resourceList>

                        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 0
                        • redrumR Offline
                          redrum Admin @Frostion
                          last edited by redrum

                          @frostion Responses:

                          1. There are a few cases it still flickers but given that I'm planning to move much of what's in the bottom bar to a top bar, I'm not planning to sink any more time into adjusting its layout.
                          2. Would it be better to just remove the resources left from the actions and operations window now that they are in the bottom bar? Otherwise if I fix it, its going to be the same information as the bottom bar minus the incomes. Here is what it looks like leaving it and enhancing it:
                            0_1521308441640_76dc2f56-f6ed-4d85-b402-1877c30ca208-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 1
                          • FrostionF Offline
                            Frostion Admin
                            last edited by Frostion

                            @redrum I would say that the Actions and Operations window, small as it is, could just have its resource display removed. No need to have the same info two places on the same screen. No reason I can think of.

                            Edit: On the other side, just like in the purchase screen, it is kind of convenient to have the information close by, not forcing the player to look elsewhere or a totally different place when evaluating if any actions are worth paying for.

                            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 0
                            • redrumR Offline
                              redrum Admin @Frostion
                              last edited by

                              @frostion Yeah, after enhancing it, I had the same feeling. Gonna go ahead and just remove it as if play testing proves otherwise we can always add it back in easily.

                              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 1
                              • B Offline
                                beelee
                                last edited by beelee

                                Just got done with the next update and started a playtest. I'm pretty much assimilated to the new icons and movement indicator. I like it 🙂

                                Anyway, I have some "convoy zones" and was wondering if additional info could be added showing what they convoy.

                                0_1522034676798_Screenshot from 2018-03-25 22-17-57.png

                                Idk if that would be a problem for maps that use a lot of different resources or not but it'd be cool if the highlighted part in the screenshot would show up to the right of the PU icon on the bottom bar.

                                Just a thought 🙂

                                Or maybe a convoy icon with the PU amount since TT names can be pretty long or multiple TTs

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

                                  @redrum For the Oil, Manpower, Leadership, Food I prefer the second images, currently listed. Namely:



                                  This one I don't actually think about leadership, looking at it:

                                  It makes me think about the experience of the units; so maybe "Experience".
                                  For example, in case you get "Experience" by destroying TUV, and use it to upgrade units.
                                  Leadership, instead, makes me think about a fuel cost to move units.

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

                                    @beelee Things that involve multiple territories for certain income are more aligned to NOs rather than individual territory information. Otherwise if you have multiple NOs that involve 1 territory, it would get to complex to display at the bottom like that.

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

                                    B 1 Reply Last reply Reply Quote 0
                                    • B Offline
                                      beelee @redrum
                                      last edited by

                                      @redrum right on thanks

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

                                        @beelee

                                        I like where your going with the new convoys/blockades in the Atlantic and else where. I'm looking at a something similar as an option for my Big World 3 map.

                                        The main obstacle I see is that the submarine dynamic as it exists in most maps does not favor the subs. And the Germans and Italians most likely can not successfully operate a surface fleet in the Atlantic. Thus the Atlantic may not see much naval action if at all.

                                        Are you giving subs anything to help overcome this potential problem?

                                        B 1 Reply Last reply Reply Quote 0
                                        • B Offline
                                          beelee @General_Zod
                                          last edited by

                                          @general_zod Thanks general
                                          I'm using a HouseRule/Tech for subs. So, different than the 1 DD shuts down endless subs. Goes like:
                                          0_1522127181278_Screenshot from 2018-03-27 00-02-11.png

                                          So far they seem to be working out pretty good. Biggest concern is an unbeatable sub spam. Think a person can find some sort of combination to make it work. I find it a lot more fun : )

                                          Test games have a real "battle of the Atlantic" to them so far. 🙂 Pacific see's some mid late game pressure on Japan.

                                          Well...anyway : ) Back to testing

                                          B 1 Reply Last reply Reply Quote 0
                                          • B Offline
                                            beelee @beelee
                                            last edited by beelee

                                            @beelee might try "TransportC8 D1 (already available) " if subs get out of Line. Seems ok so far though, ( U-Boats just took a beating as I type this ) but
                                            "Those Boys been in Dry Dock too Long". : )
                                            With a C5 DD it'd no longer be the Fodder Unit. Also, just noticed, if a DD is fired on in CM while going to another SZ, You cannot move through that zone in NCM due to it have been being in a "Combat Zone".

                                            Another boost for the DD : )

                                            Oops ! Sorry just realized probably not the right spot for this : )

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