I would of course love to have tooltips for most items you suggest! I'd prefer the base stats to stay text though, but that's just me. For auras, there is currently not a gameplay distinction between 'passive' or 'active' auras. The only distinctions we currently have are: ranged, global, formation, and garrisoned auras. And yes, such an aura is best as a Formation effect, but those only exist in 1 mod, not the base game or DE.
As far as I know, it's only implemented for minimaps. I am not sure if it's currently possible for other UI elements or if it would need new code beyond just creating sprite XMLs, etc.
@real_tabasco_sauce Just friendly reminder that you made a shuffler for feldmp this dudes aked for and they never use it just like the 90% of the game dev made.
Looks like need to know about Requirements engineering.
In video games( and movies) there is something called "credibility" which is not the same as realism.
Many of the things you do in a video game have to be believable.It should be logical, not absurd or exaggerated. The game is an abstraction of reality.
Imagine an RTS where you add physiological needs; it would be realistic but not logical or believable.
---Clear Definitions---
Realism: Attempts to replicate reality as faithfully as possible (physics, human behavior, visual appearance, logical consequences, etc.).
Credibility (or plausibility/verisimilitude): Makes the audience believe in the world even if it is impossible. It is based on internal consistency, consistent rules, and emotional/narrative logic within the created universe.
Realism seeks external precision. Credibility seeks convincing suspension of disbelief.