Jump to content

Improve unit stat visualization


Recommended Posts

  • 1 year later...
  • Replies 182
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

somehow like this? "Builds" and "history" being dropdown menus

No matter how clear the figures are, these are still abstract figures. From my point of view throwing a lot of them is not usefull in game, you'll lose the player as it was with 4 to 6 hard counter sc

I think there major problem is that you have to hover over a tooltip before actually knowing the stats. I think we should display it directly on the unit panel, rather than hiding it in a tooltip.

Posted Images

hey, i think this is really important, is this still in consideration to make the unit stats visualization better? Tbh this was one of the things that bothered me when playing the game as a beginner, not really knowing which units to choose.

I think changing the unit window to a more table like structure, using symbols instead of written text, and hiding irrelevant information like what they can build (or information you only read once like history) under drop down menus could do a lot.

I think there are lot of good ideas in this thread already and a common agreement that there's room for improvement. Unfortunately i have no programming skills but i could maybe get into designing the icons and i have some ideas if wanted?

  • Like 1
Link to post
Share on other sites
4 hours ago, wowgetoffyourcellphone said:

Builds should just show all of the building icons. Having a giant list there in paragraph form is goofy. lol

yes, I agree. That's how it is now.

Actually knowing the classes is often enough to know what they can build

Champion, Calvary (Slave in DE) -> nothing

Infantry, Worker, Citizen -> all (military in DE) buildings

Women/Citizen in DE -> civil buildings

I think no one ever looked that up in these paragraphes :D

Link to post
Share on other sites
9 hours ago, GunChleoc said:

How about putting similar properties into tables with headers? Costs, gather rates & loot could be a table with food, wood, ... as headers

what makes it difficult is that "costs" is relevant for all units, while "gather rates" and "loot" are only for workers

Link to post
Share on other sites
On 12/12/2020 at 7:17 AM, nifa said:

I think no one ever looked that up in these paragraphes

Right. Chucking a huge list of buildings (specific names and generic names too!) into a block of text is tedious to read. Much better to just have a couple of rows of portraits and you can hover over the portraits for their tooltips.

  • Like 1
Link to post
Share on other sites

@nifa, first of all, are you using the latest stable (A23) or the svn development version (A24)? The stable is fine if you just want to play the game or want to experiment with modifying it, but if you want your changes included into the default distribution, then you should work from the development version. See https://trac.wildfiregames.com/wiki/BuildInstructions for how to get it running, if you've not done so already.

Most of the interface is written in JavaScript (*.js) and located under binaries/data/mods/public/gui/

Here are three small patches I wrote:

They're rather minor but can help you to familiarize yourself with the relevant files.

Edited by Nescio
question mark
  • Like 1
Link to post
Share on other sites
  • 3 weeks later...

thanks for the information!

I installed tortoise svn, visual studio 2019 and the compiler for 2017 and got the code. Took some time but it all worked. Do I need another workload in visual studio since the gui is in javascript? Now I'll try to get comfortable with visual studio

Link to post
Share on other sites

You can do it as a mod at first. By just redefining functions and/or gui elements.

But if you already have it compiled should be much easier working from source directly

You can checkout spec mod on the forum for similar funnctionality

Link to post
Share on other sites

Yes. It's pretty straightforward to do so.

 

If someone can export the icons I could do it on one weekend.

 

Just make sure you make a mock-up that covers all stats that can be visualized e.g. poison fire etc

  • Like 1
Link to post
Share on other sites

Also. Would be nice to show how techs and auras are modifying stats. I notice most players can't check if enemy units are upgraded or not. Which is crucial information for taking engagements

Link to post
Share on other sites

That would be great

4 hours ago, badosu said:

Would be nice to show how techs and auras are modifying stats.

I had the same idea that the possible upgrades of a unit should be shown with the icon somewhere on this window. Like having

1. "trained by" like civic center and barracks icons

2. "builds" with the icons of the buildings that the unit can build

3. "upgrades" with the icons of the possible upgrades

hovering over it would show a tooltip with the effects and where to research it

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...