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Eddy
Wordsmith
Joined: 29 Sep 2012
Location: Oslo, Norway
Status: Offline
Points: 122
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Topic: UI suggestions Posted: 04 Mar 2013 at 11:10 |
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Another (very minor) improvement to the Fill Levels diagram in the Inventory of Resources tab: it can be a bit hard to keep track of how many zeros there are on the numbers along the y-axis, at the left. Is that "five followed by a lot of zeros" 50000 or 500000 ? The simple use of thousands-separators ("%'d" in printf() and derived APIs) would help (and be consistent with how you display numbers generally, at least in the Inventory): it's much easier to distinguish 50,000 from 500,000.
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Eddy.
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Eddy
Wordsmith
Joined: 29 Sep 2012
Location: Oslo, Norway
Status: Offline
Points: 122
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Posted: 18 Feb 2013 at 17:07 |
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In a not entirely dissimilar vein, I routinely lose track of how many diplo units are attached to my military. It'd be nice if the diplomatic orders tab (which is the actually useful table of what diplomatic units I have) had a column for "in army" along with the columns for "travelling" and "building".
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Eddy.
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Eddy
Wordsmith
Joined: 29 Sep 2012
Location: Oslo, Norway
Status: Offline
Points: 122
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Posted: 18 Feb 2013 at 17:04 |
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One thing I'd really like, in the equipment tabs of the inventory, is a check-box to include equipment, that's currently in use by my military, in the totals shown in the inventory. (I'm not fussed whether this is limited to military at home or also includes those on manoeuvres.) I realise that stuff's not in the store-house, but keeping track of how much I have of what would be a lot easier with this. I'll probably change what my armies are equipped with before next I send them out, in any case; the totals with the check-box enabled wouldn't change while I'm doing so.
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Eddy.
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Eddy
Wordsmith
Joined: 29 Sep 2012
Location: Oslo, Norway
Status: Offline
Points: 122
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Posted: 17 Feb 2013 at 12:45 |
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In Trade Markets, I'm shown which goods are available or sought; I can select one to see what offers to buy and sell are out there; but I can't find out what something is. For example, I see "Baleberries" in the tree-view on the left. I can select it; I'll be shown, in the split big box on the right, who's offering to buy and sell; but clicking on the picture of a cluster of baleberries doesn't get the drop-down saying what they are (I've never heard of them before), that I'd get anywhere else I'd see that picture (e.g. a scout mail, the Trade Movement tab).
Where the picture appears in the tree-view of possible goods, clicking already means "select", so it'd be unwise to complicate that, but once the item is selected a picture of it appears above that column, outside the box, which has no on-click action, so could sensibly be used to obtain the details display.
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Eddy.
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Eddy
Wordsmith
Joined: 29 Sep 2012
Location: Oslo, Norway
Status: Offline
Points: 122
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Posted: 24 Jan 2013 at 17:13 |
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When I'm in the city looking at a building or resource plot, I either get an "Upgrade" button or a text saying "Insufficient Resources". In the latter case, I have to look at the resource costs of the upgrade and compare them to my currently available resources to work out which are lacking. This could be made easier by, for example, greying out the ones that are sufficient or making the insufficient ones bold (or red).
It'd just make it that little bit easier to quickly assess what I need to do in order to be able to do the upgrade, or whether to forget about this one until later. Might also make me less likely to notice one lacking resource, send out vans to collect more of it and not notice, until later, which other resource is lacking !
Presumably, the code that worked out that the resources were insufficient did all the needed comparisons, so all that's needed is to propagate information from there to the styling. Might involve changing a boolean function "do I have what it takes ?" into a list-returning function "which resource-types are short ?" that returns an empty list for "we have all we need"; or a list ['wood', 'iron'] of those that'll need the "insufficient" styling.
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Eddy.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 23 Jan 2013 at 20:20 |
I don't have an opinion one way or the other about the ability to slow down trade units. However, I think giving the ability to slow down military or diplomatic units might be a bad idea.
In particular, use of slowing (or speeding up) military units would seriously compromise ability to plan defenses against attacks. It might be fun to have this ability (personally I think it would be fun the first 2-3 times and thereafter a giant headache), but to link it to prestige and make it a pay-only option doesn't seem consistent with the way prestige is usually designed to work in Illy.
Being able to slow down diplos is more of a meh -- slowing them down would mean it would be harder to track them on the way home, potentially, although there are ways to plan for that. I would love to be able to slow down scouts to just below the speed of my armies sometimes, to be able to send them at the same time and be able to get a scout report on what's on the square thereafter. Since diplos have limited visibility ranges anyway, the ability of a defender to time their arrival is not as much of a factor in gameplay.
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Eddy
Wordsmith
Joined: 29 Sep 2012
Location: Oslo, Norway
Status: Offline
Points: 122
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Posted: 23 Jan 2013 at 17:13 |
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Stray thought, decide for yourselves if it's worth it:
I can use prestige to buy speed-ups on trade units, which is often quite handy (especially when allies have sent heaps of basic resources from several cities to one of mine). Sometimes, however, I wish I could slow some units down (e.g. I've just sent a slow army to kill some monsters and want some fast harvesters to arrive just after them): either I'm going to be busy when they need to set off, in order to arrive at the right time; or I've just sent them and realised, to my horror, that they'll arrive too soon (and get killed by the monsters). Having the option to slow my units (e.g. by a factor of two) would be useful in these cases.
One can argue about whether it'd be reasonable to offer this also for military or diplomatic units, whether it should be cheaper than speeding up, etc.; I'm not too fussed. The case for it to be cheaper includes the fact that it'd apply to other units (in the same box of the relevant movement page). The case for applying to more than just trade is that it wouldn't confer an unfair advantage. The case against it (generally) includes complicating the UI.
It's only mostly harmless to others. I could apply it to my out-going caravan after whoever I've sent it to has seen what it's carrying and dispatched a caravan carrying some agreed goods in exchange. They'll still get my goods; but the time of arrival might have been important to how much they were willing to pay. Of course, they could counter by spending some prestige of their own, but I've still played them foul !
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Eddy.
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Eddy
Wordsmith
Joined: 29 Sep 2012
Location: Oslo, Norway
Status: Offline
Points: 122
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Posted: 06 Jan 2013 at 00:34 |
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More on demolition:
While demolishing a cottage: the City Map's top showed an inactive slider for the upgrade of something actually queued after it, on the left; and displayed the demolition to the right as "Currently Queued", with a time above it counting down. These are the wrong way round, just as they are in Next Events. Once complete, the demolition remained displayed, with "Completed..." in place of the count-down (but was at least removed from the Next Events); and the cottage remained in view, with a hammer waving above it. Clicking on it got me the empty plot dialog, correctly.
While demolishing a storehouse, with another level of demolition queued, however, everything is done right: Next Events shows both, with the currently active one on top; City Map shows both, with the active one on the left, with a slider bar that updates suitably.
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Eddy.
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Eddy
Wordsmith
Joined: 29 Sep 2012
Location: Oslo, Norway
Status: Offline
Points: 122
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Posted: 13 Dec 2012 at 00:27 |
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A simple addition that'd be really nice in chat: if I type [123|456] it automagically becomes the relevant link, i.e. <a href="http://elgea.illyriad.co.uk/#/World/Map/123/456">[123|456]</a> or, better, the relevant magic that, when clicked, pops up the menu of things one could do to that location (send diplomats, etc.), as used most places in mail (although some just link to "view centred in map").
This would greatly simplify many things - for example: newb asks for resources, says where - now it's easy for everyone to send it; someone sees something interesting happening somewhere (e.g. one of those really impressive battles we sometimes get), tells everyone else where to look to see it; alliance leader calls for attacks on or reinforcements for a city, includes location, alliance gets there with less fuss. Would incidentally get folk more into the habit of typing locations using the same notation as the game.
Edited by Eddy - 13 Dec 2012 at 00:28
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Eddy.
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Eddy
Wordsmith
Joined: 29 Sep 2012
Location: Oslo, Norway
Status: Offline
Points: 122
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Posted: 08 Dec 2012 at 19:53 |
Related to the "all buildings in this city" tabular display, I'd also like an "all my cities" tabular display, with each city's row indicating resource and currency levels and production (the "top bar" data) and the "Next Events" details. One possibility for the display, within this, of resource levels and production would be a sort of sideways version of the inventory page's view of storage capacity vs resources; something like:
wood 12345 ============++ +83 p/h clay 9876 ==========+++ +125 p/h iron 271 =+ +47 p/h rock 54321 =====+++ +117 p/h food 987 =+ +15 p/h
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with the == part protected by vault and the +++ part indicating rate of growth; I suggest it actually be scaled to show one day's growth (rather than on hour's) on the chart. Either way, this may involve it over-flowing the markings (not shown here) indicating the storage capacity. With a design along these lines, the amounts involved can be shown using (fairly) conventional slider-bars, giving a compact (and sideways) form of the familiar storage usage chart from the Inventory page. For resources, within a storage constraint, a graphical depiction is particularly desirable; for currencies, the plain numbers should suffice. As for my earlier suggestion on the vault, its part could be indicated by colouring the back-ground of the sliders, rather than the relevant portions of the sliders themselves.
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Eddy.
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