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Just a note on vegetarian food and the recently added treaure gathering: food gathered as a treasure should not count as non-vegetarian food, it should be showed as gathered food but ignored on the vegetarian ratio (like the food initially provided).

Agreed. Currently treasures appears like general resources, we need to change a number of things with treasure gathering: collect resources immediately, don't count them in statistics, don't switch to treasures, when searching for next resource for gathering, and vice versa - don't switch to resources when treasure is gathered. We discussed this in the IRC and I hope to implement this in the near time.

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Some tab ideas:

Civics

Units Trained | Avg Lifespan | Settlements Captured | Buildings Constructed | Treasures Collected | Technologies Researched | Temples | Special Buildings

Economics

Total Resources | Food Collected | Vegetarian Ratio | Wood Collected | Deforestation | Stone Collected | Metal Collected | Trade Profit | Tribute Sent | Tribute Received | Loot

Warfare

Units Killed | Units Lost | Warships Destroyed | Warships Lost | Kill/Death Ratio | Buildings Razed | Buildings Lost | Buildings Captured | Females Captured | Number of Super Units | Most Bloodthirsty Hero | Heroes Killed | Favorite Military Unit

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Some tab ideas:

Oh, a lot of new counters! :)

What I thinking about new statistics:

need other things to be implemented first

* Settlements Captured, Buildings Captured, Females Captured - need capturing

* Tribute Sent/Tribute Received - needs diplomacy/tribute

* Trade Profit - needs trading

* Technologies Researched - needs technologies

* Loot - needs looter (I'm working on it, so probably I will be able to implement this counter)

some questions

* Total Resources = Food Collected + Wood Collected + Stone Collected + Metal Collected + Trade Profit ? How "Total Resources" is related to "Tribute Sent"/"Tribute Received", should we take them into account?

* Deforestation - what is it? it is percent of all forests, which is felled by specific player?

* Kill/Death Ratio = Enemy units killed / Units lost ?

* Temples - derived from template_structure_civic_temple.xml

* Special Buildings - derived from template_structure_special.xml

* Warships Destroyed/Warships Lost - warships - derived from template_unit_mechanical_ship_bireme.xml/template_unit_mechanical_ship_quinquereme.xml/template_unit_mechanical_ship_trireme.xml

* Number of Super Units - derived from template_unit_super.xml

* Heroes Killed - here is probably no questions :P

implementation thoughts

* Favorite Military Unit - can be implemented as dictionary { unit : count }, when some unit is trained we will search it in the dictionary and increase counter if it is there, or create new record with count = 1 if there is no such unit.

* Most Bloodthirsty Hero - dictionary { heroName: enemiesKilled }

* Avg Lifespan - add to Health component "birthday" (time when unit was trained), then when unit is killed accumulate lifespans in statistics.

Common question about specific unit/building types, should we count them as generic types (e.g. should we count warships as units and civ centres as buildings) ?

About layout

Lets start for that, what we already have and see what and how we can add.

Currently in the SVN we have following:

Units/buildings

Units trained, Units lost, Enemy units killed, Buildings constructed, Buildings lost, Enemy buildings destroyed, Civ centres built, Enemy civ centres destroyed

Resources

Food gathered, Vegetarian ratio, Wood gathered, Metal gathered, Stone gathered

In my work-in-progress version I added civ icons and widen player name field, so now all counter from first tab don't fit into 1024 pixels and I moved "Civ centres built" and "Enemy civ centres destroyed" to the new "Conquest" tab. I'm working now on implementing "Map exploration" and "Treasures collected" statistics. I think first should go on the Conquest tab and second on the Resources tab. So after these changes summary screen should contain following:

Units/buildings

Units trained, Units lost, Enemy units killed, Buildings constructed, Buildings lost, Enemy buildings destroyed

Conquest

Civ centres built, Enemy civ centres destroyed, Map exploration

Resources

Food gathered, Vegetarian ratio, Wood gathered, Metal gathered, Stone gathered, Treasures collected

On the Units/buildings tab currently there is place for one more column so it looks like we can fit up to 7 counters on each tab. I mean regular counters with header like enumerated above and numeric value, if we need values like this (it seems like forum insert space char in the middle of the link and brake it) obliviously we need more space for each of counters :P I think from counters, which you enumerate, the "Most Bloodthirsty Hero" and "Favorite Military Unit" can claim more space.

It is my first try to place new counters

Units

Units trained, Units lost, Enemy units killed, Avg Lifespan, Kill/Death Ratio, Warships Destroyed, Warships Lost

Advanced units

Number of Super Units, Most Bloodthirsty Hero, Heroes Killed, Favorite Military Unit

Buildings

Buildings constructed, Buildings lost, Enemy buildings destroyed, Temples, Special Buildings

Conquest

Civ centres built, Enemy civ centres destroyed, Map exploration

Gathered resources

Food gathered, Vegetarian ratio, Wood gathered, Deforestation, Metal gathered, Stone gathered, Total Resources

Collected resources

Treasures collected, Loot

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How about some way to see which players won and lost? It doesn't need to be text, AoK had some icons next to the player names (for winning players). Even though right now only one player can win, they can be on teams and have diplomacy. Also I've worked on a change to EndGameManager to allow team victories.

So for the summary screen, it would require looping through player entities and checking if their state is "won" or not, and if so do something special. Not a big priority though.

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So for the summary screen, it would require looping through player entities and checking if their state is "won" or not, and if so do something special. Not a big priority though.

Yeah, it is useful feature. I can display some icon if Michael (or someone else) will draw it. Or someone can propose another way to mark out victors.

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Currently treasures appears like general resources, we need to change a number of things with treasure gathering: collect resources immediately, don't count them in statistics, don't switch to treasures, when searching for next resource for gathering, and vice versa - don't switch to resources when treasure is gathered. We discussed this in the IRC and I hope to implement this in the near time.

Done in the 8670.

In my work-in-progress version I added civ icons and widen player name field, so now all counter from first tab don't fit into 1024 pixels and I moved "Civ centres built" and "Enemy civ centres destroyed" to the new "Conquest" tab.

I committed this version in the 8671, so current layout of the summary screen is following:

Units/buildings

Units trained, Units lost, Enemy units killed, Buildings constructed, Buildings lost, Enemy buildings destroyed

Conquest

Civ centres built, Enemy civ centres destroyed

Resources

Food gathered, Vegetarian ratio, Wood gathered, Metal gathered, Stone gathered

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  • 7 months later...

To continue this discussion, I've implemented the following:

Conquest

Civ Centres Built, Enemy Civ Centres Razed, Map Exploration

Army

Soldiers Trained, Soldiers Lost, Enemy Soldiers Killed, Kill/Death Ratio, Favourite Unit

Navy

Warships Built, Warships Lost, Enemy Warships Destroyed, Kill/Death Ratio, Favourite Warship

Buildings

Buildings Built, Buildings Lost, Enemy Buildings Razed, Temples Built, Special Buildings Built

Economy

Workers Trained, Food Gathered, Wood Gathered, Metal gathered, Stone gathered, Total Resources, Vegetarian Ratio

Loot and Treasure

Food Looted, Wood Looted, Metal Looted, Stone Looted, Total Looted, Treasures Collected

Newly implemented:

  • Unit count split into army (infantry and cavalry), navy (warships) and workers (female citizens)
  • Kill/death ratios for army and navy
  • Favourite units for army and navy
  • Temples and special buildings count
  • Workers trained counts
  • Total for gathered resources
  • Loot counts for all resources

Edited by Ross Bearman
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If I'm correct the soldiers don't get the Worker class, but get the CitizenSoldier class instead. As it is they are't be counted on the "Workers Trained" as it only counts units with the Worker class.

Would it be preferable to rename that stat to "Citizens Trained", or include the citizen soldiers in the count?

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If I'm correct the soldiers don't get the Worker class, but get the CitizenSoldier class instead. As it is they are't be counted on the "Workers Trained" as it only counts units with the Worker class.

Would it be preferable to rename that stat to "Citizens Trained", or include the citizen soldiers in the count?

I'd probably just include citizensoldiers in the count.

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A patch with all these changes can be found on ticket #686.

  • Unit count split into army (infantry and cavalry), navy (warships) and workers (female citizens and citizen soldiers)
  • Kill/death ratios for army and navy
  • Favourite units for army and navy
  • Temples and special buildings count
  • Workers trained counts
  • Total for gathered resources
  • Loot counts for all resources

Entity identities can have an optional <StatisticsGroupName>, to be used for statistics gathering where classes aren't flexible enough (currently only on temples and special buildings.)

The summary GUI code has been changed a lot in this patch, so any edits to the summary.js and summary.xml files that aren't on SVN may not merge well. However I'm happy to merge any of these manually.

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Were there any ideas for the implementation of the deforestation stat? I assume it would be the percentage of the total trees that were cut down; but I imagine it would be non-trivial to get the total number of trees in the map at the beginning of the round.

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