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    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • 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.

        1 Reply Last reply Reply Quote 0
        • 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".

          1 Reply Last reply Reply Quote 0
          • 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 : )

                                1 Reply Last reply Reply Quote 0

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