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    Group and Sort Units onto Placements Logically

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • prastleP Offline
      prastle Moderators Admin @General_Zod
      last edited by

      @general_zod or in my case being forced to run two mice so I now have a scroll wheel.... YES I KNOW! I'm stubborn and set in my ways 😉

      If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

      HeppsH 1 Reply Last reply Reply Quote 0
      • HeppsH Offline
        Hepps Moderators @prastle
        last edited by

        @prastle I'm sure you still use a chisel and hammer to write your thoughts down on stone tablets as well. 😃

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

        1 Reply Last reply Reply Quote 3
        • HeppsH Offline
          Hepps Moderators @General_Zod
          last edited by

          @general_zod Yah depends on what you are looking for... mine seems fine for me... but I'm sure it depends on your individual system.

          Would be nice to have a couple of zoom hot keys.... say 8 for zoom up and 2 for zoom down that just give you a 10% change in zoom for each press.

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

          General_ZodG redrumR 2 Replies Last reply Reply Quote 1
          • General_ZodG Offline
            General_Zod Moderators @Hepps
            last edited by General_Zod

            @hepps Yeah that would help. Even the +/- keys incrementing one way or other with more precision. And 8/2 keys by 10% increments.

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            • redrumR Offline
              redrum Admin @Hepps
              last edited by

              @hepps I know, it just tends to jump around too much for me. I also prefer mostly to pick the zoom level I like then just use the minimap rather than scroll in and out.

              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 2
              • HeppsH Offline
                Hepps Moderators @redrum
                last edited by

                @redrum Me as well. I find I only zoom out when I have tuned out of a game while playing. Otherwise I generally see enough to know what is going on within the range of units that can impact my moves.

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

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                • C Offline
                  Cernel Moderators @redrum
                  last edited by

                  The scroll zooming is so bad, both because it is way too fast and because it takes too much time to reload the board image, that it is a virtually unusable feature; at least surely worthless for me, at its current state.

                  @redrum There is a reason why I said enemy last rather than allies second. This is a matter that also often confuses players in FFA games, since people tend to think in term of being allied, but the defender relationship matters nothing (your allies won't defend you if they are not hostile with the attacker, while your enemies will defend you if they are); players that are allied or neutral with you will defend just as well, depending only if they are hostile with the attackers. So, I think bundling all non hostile players together (allies plus not allies but not enemy) makes more sense than having the non-allied as a single group. Really, there is so much a slight difference between being Allied and Neutral (I'm talking about the Neutral archetype, not to be confused with the Neutral player, that is not actually Neutral, but hostile to anyone), on very borderline things, like being able to load allied transports or not, that most FFA making a difference add something on top of it, generally a bigger delay to go from Allied to War than Neutral to War, otherwise would be really almost no difference.
                  If you really want to, you could have "Own", then archetype "Allied", then archetype "Neutral", then enemies; but really little point in distinguishing the second and the third, while a lot of point in distinguishing the enemies from anything else; that's why I just said enemies last, instead of allies second.

                  Also, you should have sea before land. The only case they are both in the same territory is when you load land on sea, and it makes the most sense that you see them after the ships they are cargo of; really, tho, this is an actual issue, as the display should rather tell you what cargo is inside each ship (as well as the air should figure on top of the respective carriers), but I can immagine that would be a lot of work to find a way.

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

                    @cernel Actually, without big changes like showing them loaded, probably land units on sea would be better listed last, also after the air. So maybe a last place for all those units that are strictly dependant, like cargo. We might go ahead and consider the reverse on land, in case a developer will add the ability to "beach" ships (there was some talking, like in Diplomacy).

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

                      @cernel Cargo doesn't work without major changes as it groups all the land units together right now so if you have multiple transport types, you'd have to split land units into groups.

                      I'll look to see what I can do for sea unit ordering and at least move sea units before land. I'll look at doing 'not hostile' vs 'allied' as well. I don't think that matters a ton for most maps but FFA/politic maps it could help a bit.

                      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
                      • redrumR Offline
                        redrum Admin
                        last edited by

                        Made some slight adjustments.

                        Here is the proposed grouping/sorting:

                        1. Unit owner: territory owner, not at war with territory owner, player order in XML
                        2. Unit type: 0 movement, can't combat move, sea, air if sea territory, land, air if land territory
                        3. Within each of those groups sort the units by XML order in UnitList

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

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