abian Posted August 7, 2023 Report Share Posted August 7, 2023 Would you like to have this? https://trac.wildfiregames.com/ticket/6849 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 7, 2023 Report Share Posted August 7, 2023 I like it, but it feels a bit too subtle to me. Have any alternative mockup ideas? I'd be interested in seeing what you can come up with. 1 Quote Link to comment Share on other sites More sharing options...
Itms Posted August 31 Report Share Posted August 31 I fully second Justus' comment: it looks elegant and is a very nice touch, but will probably go unnoticed in the UI. (Necroposting this thread, that I just discovered after an interaction with abian) 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 31 Report Share Posted August 31 2 hours ago, Itms said: I fully second Justus' comment: it looks elegant and is a very nice touch, but will probably go unnoticed in the UI. (Necroposting this thread, that I just discovered after an interaction with abian) I wouldn't mind including this small elegant detail while also adding something more noticeable and dramatic. 1 Quote Link to comment Share on other sites More sharing options...
abian Posted August 31 Author Report Share Posted August 31 For now I'm afraid I haven't come up with anything easy to introduce that is interesting, meets certain standards, and is culture agnostic. If dreaming is free, I think it would be great if the appearance and height (not width or depth) of all buildings evolved with the phase, so that the complexity or modernity of their appearance and their great height would be associated with an advanced phase, and their poor/simple appearance and minimum height, with an early phase. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 31 Report Share Posted August 31 18 minutes ago, abian said: For now I'm afraid I haven't come up with anything easy to introduce that is interesting, meets certain standards, and is culture agnostic. If dreaming is free, I think it would be great if the appearance and height (not width or depth) of all buildings evolved with the phase, so that the complexity or modernity of their appearance and their great height would be associated with an advanced phase, and their poor/simple appearance and minimum height, with an early phase. The prevailing opinion is to do this with the Civic Center-only, as doing it with every building in the game would be very time consuming and add 200MB of art to the game. Doing it for the Civic Centers is much more doable and could be a nice visual indication of phase. Also, as in Age of Empires/Mythology, a dramatic chat message to all players when someone Phases up could be welcomed. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 31 Report Share Posted August 31 5 minutes ago, wowgetoffyourcellphone said: Also, as in Age of Empires/Mythology, a dramatic chat message to all players when someone Phases up could be welcomed. Don't we have that for allies already ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 31 Report Share Posted August 31 1 minute ago, Stan` said: Don't we have that for allies already ? I'm thinking to broadcast it to all players as a way to add urgency. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 31 Report Share Posted August 31 I think it wasn't cause it gave too much info to other players. @real_tabasco_sauce 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 31 Report Share Posted August 31 (edited) 2 hours ago, wowgetoffyourcellphone said: I'm thinking to broadcast it to all players as a way to add urgency. Yeah knowing your enemies are up a phase is very valuable information. It is often easy to tell by territory changes in explored territory, but it does encourage some scouting. For instance if they are up very early you know you might be dealing with mercenaries or some other rush soon. On a separate note, I'd like it if territory lines were not visible in fog of war. Edited August 31 by real_tabasco_sauce Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 31 Report Share Posted August 31 5 minutes ago, real_tabasco_sauce said: On a separate note, I'd like it if territory lines were not visible in fog of war. I'd like it if the enemy's civ wasn't displayed until the first enemy unit or building is sighted. 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 31 Report Share Posted August 31 2 minutes ago, wowgetoffyourcellphone said: I'd like it if the enemy's civ wasn't displayed until the first enemy unit or building is sighted. Well i'd personally disagree with that. Knowing what civ you are up against helps you plan things out. Especially against civs that have strong early game units which you are unlikely to have time to notice. For instance if you don't realize you are against Maury and you aren't prepared to defend from a huge rush. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 31 Report Share Posted August 31 10 minutes ago, real_tabasco_sauce said: Well i'd personally disagree with that. Knowing what civ you are up against helps you plan things out Exactly, and why you'd want to scout them. 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 31 Report Share Posted August 31 (edited) Knowing the enemy civ lets you know the range of options your opponent has. This is fine to know at the game start. If you find out at 1:00 minute game time that your opponent is mauryans, then you may only have a minute to prepare for a big rush. Edited August 31 by real_tabasco_sauce Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 31 Report Share Posted August 31 1 minute ago, real_tabasco_sauce said: Knowing the enemy civ lets you know the range of options your opponent has. This is fine to know at the game start. If you find out at 1:00 minute game time that your opponent is mauryans, then you may only have a minute to prepare for a big rush. Should a "big rush" even be possible at minute 2? Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted August 31 Report Share Posted August 31 (edited) mm i think its fine only because you know what civs are capable of strong rushes like that. Also, imagine taking your starting cav off of chickens just to go find that your opponent is gauls and has been eating up chickens, so you are already at a disadvantage. Then, if they can see you, they also get info on what civ you are for free. Edited August 31 by real_tabasco_sauce Quote Link to comment Share on other sites More sharing options...
abian Posted August 31 Author Report Share Posted August 31 I lean a bit towards the idea that these kinds of uncertainties make the game (and the exploration of the territory) more interesting. 3 Quote Link to comment Share on other sites More sharing options...
Vantha Posted August 31 Report Share Posted August 31 Why not make it optional then? A gamesetting called "Reveal enemy civs" (which is enabled by default) There is an old ticket about it, it suggests to also hide them on the gamesetup page. I definitely like the idea. https://gitea.wildfiregames.com/0ad/0ad/issues/3971 5 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 5 Report Share Posted October 5 On 31/08/2024 at 8:57 AM, wowgetoffyourcellphone said: I wouldn't mind including this small elegant detail while also adding something more noticeable and dramatic. Like what? A ribbon? A shiny details in the GUI? 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 30 Report Share Posted October 30 Hi, @abian. Do you know how I can add the 4th phase of DE for this feature? I've already place this icon in the \art\textures\ui\session\ folder, but it doesn't show up in the UI when the player reaches 4th phase. (it's here, it's just transparent with white stripes, so you can't see it in front of the white forum background, lol): Spoiler Quote Link to comment Share on other sites More sharing options...
abian Posted October 30 Author Report Share Posted October 30 12 hours ago, wowgetoffyourcellphone said: Hi, @abian. Do you know how I can add the 4th phase of DE for this feature? I've already place this icon in the \art\textures\ui\session\ folder, but it doesn't show up in the UI when the player reaches 4th phase. (it's here, it's just transparent with white stripes, so you can't see it in front of the white forum background, lol): Hide contents It took me a while to see it, yes. xD g_SimState.players[...].phase should be "empire", which should be listed that way in simulation/components/GuiInterface.js' GetSimulationState... if (cmpTechnologyManager) { if (cmpTechnologyManager.IsTechnologyResearched("phase_city")) phase = "city"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_town")) phase = "town"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_village")) phase = "village"; } 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 30 Report Share Posted October 30 6 hours ago, abian said: It took me a while to see it, yes. xD g_SimState.players[...].phase should be "empire", which should be listed that way in simulation/components/GuiInterface.js' GetSimulationState... if (cmpTechnologyManager) { if (cmpTechnologyManager.IsTechnologyResearched("phase_city")) phase = "city"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_town")) phase = "town"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_village")) phase = "village"; } Thank you. This looks like it'll be the solution. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 31 Report Share Posted October 31 11 hours ago, abian said: It took me a while to see it, yes. xD g_SimState.players[...].phase should be "empire", which should be listed that way in simulation/components/GuiInterface.js' GetSimulationState... if (cmpTechnologyManager) { if (cmpTechnologyManager.IsTechnologyResearched("phase_city")) phase = "city"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_town")) phase = "town"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_village")) phase = "village"; } Works. Thank you! 3 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.