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Potter

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Posts posted by Potter

  1. Also I would like to add that the Persian Temple is Zoroastrian and, despite being a small religion, I don't think any Zoroastrians were offended by the destruction of their temple :) (I know that there are a lot more Hindus than Zoroastrians in the world, but nevertheless nobody was offended). The destruction of temples is also historically accurate-- For example: the Temple of Jerusalem, among other famous religious sites, was sacked many times in antiquity by the Romans, Assyrians, and Babylonians.

    I do understand the harm it might do to devoutly religious people, but, as Michael said before if they have a problem with seeing a holy building destroyed, they might not want to play the game.

    Just to make things clear, I am not against including Indian temples ingame. As said earlier, destruction of temples is historically accurate and can remain in the game.

    What I suggested was to not include recognisable Major GOD STATUES within the temples... Temples can still have statues of minor gods and other sculptures.

    Please, lets not get distracted with this! Lets continue discussing abt the awesome Mauryan Indian civ...

  2. I do not think anyone will have an objection to destruction of temples and altars so long as the destruction of statues of Vishnu, Shiva, or Shakti is not shown.

    +1. I fully agree.

    And, considering that small gods like Indra, Agni were worshiped more during the Mauryan period (the religious sects of saivism and vaishnavism were just becoming popular during Mauryan period), this viewpoint will be more historically accurate than using statues of major gods like Vishnu, Shiva, or Shakti..

  3. Also, maybe we could include some kind of a Vedic (early Hindu) altar as a unique building. Here are some photos:

    http://upload.wikime...9/91/Yajna1.jpg

    http://brahmag.com/images/altar2.jpg

    http://www.lakeisler...tar_Stephen.jpg

    Some of those images are later altars, but they just give you a sense of the structure of the building... maybe it could be about the size of the Iberian "revered monument."

    I don't support this idea! We must remember that Vedic/Hindu religion is a living one (Still being followed in India) and hence must steer clear of hurting sentiments. AOE 3 made the mistake of including religious buildings, which lead to hurting sentiments of the several players...

    A generic temple would not hurt much! but, one that includes statues of recognisable gods is sure to stir something, which we may need to avoid.Players usually dont like their gods razed to ground by enemy armies!!!

    So, if we need an altar, please make one without having recognisable god statues.

  4. With the "tech tree" method, the user will have to go to a completely separate screen away from the action. Can't get more distracted than that. There's also the problem that the same arguments you are making could be made for unit training.

    Hmmm, yes. Going to a separate screen can sometimes be distracting depending on the situation - when i am in the midst of a war. Good catch! How do we get a compromise between both the cases ... :fool:

    One idea! The tech tree can be split based on the buildings. And, in each building, there will be an tech icon that when clicked will show a small popup (not a modal dialog) showing the tech tree corresponding to the building. This will enable us by proving extra space for showing relationship, while not distracting from the game action...

    They would be completely different screens. I don't see how they could be the same screen.

    The latter point is an important one. We will need separate dialogs for e.g. diplomacy, and already have it for chat, so I don't see why adding it for research would be any different. That doesn't say that's the only option, I just can't see what makes research so different from e.g. diplomacy/chat/objectives that it isn't an option.

    I actually meant a single screen with different tabs for diplomacy, chat, tech tree, etc.

    Usually, having a full screen for things will have extra space than a dialog, that we can put to good use...

    But, considering our case, where the central game screen is of paramount importance and the user should not be distracted from the action, i agree that having a separate screen can be a distraction to game play. So, having them as a dialog also makes sense here :stinker:

  5. The huge problem with the tech tree idea is that it is not integrated with the game... at all. It's just this extra layer. Selecting the building to research the tech integrates the procedure into the rest of the game.

    But, considering that integration comes with distraction (the user has to go and select the building to research tech) and confusion (it would not be clear about how advanced the tech tree is), i think it would be better to go with a separate tech tree screen. And, in each building, there can be link button, which launches the tech tree screen with the current building focused...

    Such a screen can be used for various other things like diplomacy functions, etc

  6. Also, the menu button just looks oddly placed. The menu could be moved over to the center; the emblem could activate the menu. While the user hovers over the emblem, a transparency mask is applied with "MENU". On click, a neat banner could animate and present some options. Thoughts? :)

    I agree that the menu button looks out of context!

    But, merging it with the emblem will more chaotic, as it would not be discoverable and tries to combine two things (user-oriented actions) and emblem (civ specific actions) which are not related!!!

    But, I agree that the emblem can be put to more use, but it must be civ-specific! Maybe, when clicked, it will show the statistics on the current workers, units, like below:

    Workers on Wood: 12

    Workers on Stone: 0

    Workers on Food: 34

    Workers on Metal: 0

    Workers Idle: 20

    Elite units: 4

    Infantry : 24

    Archers: 30

    Units Idle : 7

    • Not modular, making it difficult to eventually have configurable UI options.
      • This UI has modules that can be configured with different behaviors through an options screen. On the left is the Selection Module, showing the selected entities. In the middle are various tabbed modules based on what kind of objects you have selected. On the right is the Minimap Module with various buttons

    I assume that you mean to say

    Top Left - Selection module showing selected entities

    Bottom Left - Tabbed modules based on selected objects

    Bottim Right - minimap

    Is that right? I was searching for something in the bottom middle, when you said middle :lol2:

    And, why not show a tabbed module attached to the right-side minimap, instead of the small icons shown. I feel they are too small to click and if we want to add more icons, it becomes problematic!

    Anyway, I think this new UI is in the right direction and just rocks!!! Keep it going, team :yes3:

    You don't show your idea of a global research display in the upper right corner, intentional? I thought it was a good idea.

    I really like this idea of a global research display panel. Current game design where i have to shuffle thro diff buildings to research is a little annoying :unknw:

    The interesting thing is that if you look at the current UI, training units and researching techs are displayed in the same space (they are also the same simulation component, ProductionQueue). I think we should keep that aspect, it's nice to see at a single glance what is queued in a building - independent of choosing to train/research new things.

    I have another idea, keeping the new tabbed UI. Why not display the full queue in the space for "Selection Module" (aka Top Left).

    This will show all working queues of all the buildings at a glance, instead of the user going building by building.

  7. Scenarios should probably use whatever player color the designer assigns, while random maps (and the 'skirmish maps' we'd like to have) should allow players to choose their colors.

    Instead of restricting player colors like that, why not give an option to the scenario designer so that he can restrict the players from changing colors, but if he doesnt mind, the players are free to change their colors?

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