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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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Max Occupy tool is now working again. The button to set the occupy time for anarmy to 14 days 23 hours and 59 mins will appear when you select 'Occupy' as the order. Apologies for it breaking - my bad and I didn't notice till recently.
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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New Tool
Added a tool that tells you the needed amount of each res as you type the figures in the building production page. |
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Lord Stanley
New Poster Joined: 12 Sep 2015 Location: US Status: Offline Points: 39 |
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Tens, The new res tool only calculates the res needed for production if you type in an amount. If you hit the MAX key, nothing happens.
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//elgea.illyriad.co.uk/a/b/309517/av.jpg
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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Thanks for letting me know LS, I'll look into that.
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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The pop-up now appears/changes if you click the max button for an item. I'm looking into getting the pop-up to position better so it is relative to the item your setting which will mean you can see it without scrolling if the items list is long and your on an item at the bottom.
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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I asked in GC: [11:54]<Tensor>
Question: Do you think a pop-up showing relevant terrain bonuses would
be useful when sending troops? ie if sending to plains tells you the
attack & def adjustments for each of the troop types on plains. The responses I got were: [11:56]<Valaera> I think it could be a thing you can opt out of [11:56]<Valaera> so yes useful till it is just annoying [11:57]<TornSky> have the relevant info show on the send army page below the armies awaiting orders [11:58]<Valaera> or have a box on the page so if you want to see it you can click on it [12:00]<TornSky>
what i would like is a view last scout mission for a square, instead of
Ctrl+F in mail to find what was on the square last time i sent scouts [12:03]<TornSky> or atleast what gatherers/troops/diplos are in route to a square withou having to move to 4 diff screens
So based on those I'm proposing to have a go at a tool that will:
Info on gatherers/troops/diplos movements are a troublesome area that so far I've not been able to come up with a workable solution for so that part will not be available for the time being at least. Please let me know what you think of this and any sugestions you may have regarding it. Tens |
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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There is now a button at the top of the Military Orders page that will show you the combat terrain mods specific to the tile you are targeting. If you change the target square, clicking the button again will update the pop-up.
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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Added another button to the Military Orders page that will search the mail database for any known messages with the target coords in the title (ie any diplo or combat reports). These are shown in the normal Mail Search popup and you can view the actual message by clicking on the relevant subject column. If you want to open the message in a new tab you can right click and choose New Tab. Remember - the database is simply a list of info gathered from the main in-game Mail page. When system mails are auto removed by the system they will still show up (this is something I'm looking into).
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Tensmoor
Postmaster General Joined: 07 Apr 2015 Location: Scotland Status: Offline Points: 1830 |
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Displaying Info on the World Map As I've mentioned in GC a couple of times I've finally managed to crack the problem of drawing stuff as an overlay on the world map. The tool I'm using for the development of this is the Notes tool. I've come up with two different methods of showing the tiles that you have notes for and would like some feedback on which you think is better (each has advantages and disadvantages). If you can think of another way to show this please feel free to post that as well. Corner Dot Method A solid red dot in the top left corner of the tile. As you can see the this method really stands out and shows up clearly
even when viewing a large map area. It has the possible problem of
obscuring items placed on the tile by the game. Whole Tile Method A red overlay of the entire tile that is 80% transparent allowing everything to show through. Not quite as clear and harder to spot when viewing large map areas. Doesn't hide any in-game info. Thanks in anticipation of your feedback. |
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Ruarc
Greenhorn Joined: 04 Dec 2015 Status: Offline Points: 61 |
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If you switch the corner dot to the top right rather than top left I think that'll help avoid obscuring ingame information. I know sometimes hides/skins/res/equipment etc indicators pile up on the left, but I can't think of anything offhand that is in the top right part of a square.
Might it be worthwhile considering using a square box instead? So something like: No idea how feasible that is to implement, just something to consider.
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