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nifa

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Everything posted by nifa

  1. guess which on is raise an alert and which one ends it in the heat of the fight it's important to be fast, but so far they only differ in colour, what makes it hard to distingush. The sound is the same as well. I tend to wait for the tooltip to appear. I think adding a little cross to the "End Alert" bell might be helpful: the colour black is not good to see though
  2. I like the idea of having blue background for the water animals, I think there are actually six in the main game (Shark, Finnwhale, humpback whale, Tuna, and two more different types of fish). Though I think it might be difficult for the ships, since there a lot of different portraits without background.. Maybe we could take the dark blue like above for the ships and a light blue like from the fish icon for gaia animals
  3. thanks, nice work how would it look with a blue background like the fishs below? (btw I think the shark uses the fish icon as well)
  4. btw, is there a plan to add an icon for whales? So far they have the fish icon as well
  5. Ardennes Forest is way more specific while Hercynian Forest is just everything north of the alps and up to the carpathians in the East. It was all covered with coherent forests until the romans started the deforestation
  6. Would be nice to have buttons "next" and "previous" to jump to the stats of the next unit; instead of closing the window, selecting the next unit and opening the window again A button to change the unit's rank that is displayed would be awesome too
  7. nice, a unit stats overview like this next to the structure tree and the civilization overview would be nice in the core game as well
  8. i think most convenient would be if the units just do whatever is faster, capture or destroy..
  9. hold ctrl or use the garrison button below the units icon
  10. 5 Units in a batch need less training time than 1+1+1+1+1 units in most cases the number at the end of the map indicates the number of players. You can change their team in the dropdown menu. Also it is important to see anticipate the attack and to be ready. You can try playing with a revealed map, so you see when they are moving towards you. If you play with Fog of war, build a wood tower in the direction that you expect them to come from, garrison it with one soldier and research the technologies there. I think you already know, but basically you just need wood, food and houses at the beginning. Keep an eye on the population limit. Use women for berries and fields, calvary for hunting and soldiers for wood. Use the alarm ring in the civil center when you get attacked and don't forget to send them back to war afterwards. I think this wouldn't have much impact since you meet your opponents quite early into the game, nevertheless I agree that the Diplomacy system could use some inspiration
  11. What would I have to pay attention to when making a map compatible with a24, or maybe even get it committed? Should I use the a23 altas editor or get the code for a24 atlas?
  12. @vladislavbelov? Would be so important to have that in a24, nothing is more frustrating than a crash without recent saving
  13. you can also use the ceasefire option to have peace at the beginning, set the AI behaviour to defensive or add another player as your ally, to make it easier Also if you are not already doing so, using ctrl and shift can be useful in many situations (aswell as other hotkeys)
  14. i like the ideas One could also show the specific gather rate near to the cursor, when you hover over a tree, a mine, an animal or a field? Or even show a specific attack chance near the cursor (eg. calculated from pierce attack of the attacker vs pierce defense of the enemy unit), when hovering over an enemy unit?
  15. Is this bonus for spearman vs cavalry the only bonus against one particular unit in this game?
  16. I think this manual should be more prominent to get more people playing the svn version, pin it or put the link to https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode
  17. the icon of groups is too small to see that imo. Big icons for up to 6 unit types and the current icon size for more units?
  18. before after I think the visibility is much better for groups up to 6 units like this, eg you can see the health for each one like this for larger groups
  19. I think the best system would be to change the icon size with the number of selected units: 1-6 units of any type -> big icons for each more than 6 units of 1 type -> big icon with a number more than 6 units of more types -> icons getting smaller the more types of units there are
  20. Like this? @badosu what's your opinion on this? I moved the player name and the units name to the top, the health bar below the unit icon and added a few stats devided with the slashes
  21. some more thoughts on the central panel UI: 1. the icon when you have a group selected is too small. If you select one spearman there is a big picture, but with the second selected you only got a really small icon with the number on it. Sometimes hard to tell what unit it actually is. Also it's quite uncommon that you select more than 3 or 4 different types of units at the same time, so the space could get better used. The number is too small too. 2. It takes way to many steps to get to know the stats for a group of units. You would have to deselect them, then reselect a single unit 3. The space under the buildings is unused. When you choose a tree the right panel is gone, but when you choose a unit that can't build anything there is just a blank space, is that intented? 4. It's not possible to change the location or the size of the minimap, i don't know if this is desired. or switching between types of thematical maps (eg for specific resources) 5. stats are missing. Especially the stats for formations. I don't know about the status quo but if they gonna be implemented, there should be an information about how they affect the units stats 6. Also It would be nice to know the number of idle workers. Similar to the new numbers for the resources. And maybe a notification when a large number gets idle at once (like when the resource is all used). But i guess that's a different thing apart from that it's actually quite intuitive and gives you all the information needed
  22. you mean this? I think it's already quite filled, so one would have to make more space although the icons would already save space. One could also make it only for Champions at the space where the buildings are fyi this is how it looks in Cossacks:
  23. attack defence health Speed Status effects (maybe there are already existing icons?) all other are already in the game, although I would like to have the "gather" icons slightly changed from the "loot" icons (e.g. add an axe for wood or hammer for stone like in the mockup) they are taken from Maxicons on thenounproject and are under creative commons, i could give the link the third defence one is not good but i didnt find a better one fast should i modify them or make them colourful? i hope this is helpful, let me know
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