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ahenobarb
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quote: Originally posted by E
2) CTP message system back in (optionally, of course) (J Bytheway)
(It allowed you to easily sift through everything of import that happened in a turn, and do so without taking up your main interface panel, which you could then use for other things.
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The biggest annoyance I have with the CTP2 messages and alerts, is that you can't just hit "enter" to close the box. Instead you have to mouse over to "ok" and click. I like to keep my hands on the keyboard instead of the mouse and it seems like every turn there is some ridiculous information about who's building what wonder (I've disabled these occasionally, but still).
Should be a rather easy fix I should think.
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Maquiladora
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[quote]If you could add the "Number of Turns before Population Increase" [/quotr]
yesssssss this is sorely missed from ctp1 and adds a little clarity to all the irelevany numbers. i hope it can be fitted in somewhere
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:31
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quote: Originally posted by J Bytheway
Looks good. Just what I was imagining. We could compress the left hand side a bit to make the happiness box larger and reduce necessity for scrolling. If each half was individually activateable then even the largest of cities would be visible in the remainder of the screen when only one was. What resolution is that pic from? |
The screen is more for an idea of how the info could be presented, so it probably does not have everything. You can add any additional text info, but that will be handled via code.
I couldn't find an actual graphic file within my folders that was of the base screen artwork, so I had to do a cut and paste from a variety of screens onsite here - in looking at it, I'm guessing that the map is larger than what appears in a normal game. I'd still like to finetune color and add some ornamentation to dress it up, but that will come once all the info that will be presented is finalized.
Some things to be aware of - there probably will have to be a smaller fontfile created for this type of screen, (since the various selection boxes are reduced in size), somebody will have to figure out what elements need to be created from scratch, and somebody will have to figure out what elements we can pick up from any available graphics files. Since I do not have the skill to figure out how to analyze the source code, I cannot be of any help here, but I can create the graphics if they are Photoshop-compatible.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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Yeah guys don't get too excited already.
Somebody's going to have to do the programming for this (widgets and callback functions and stuff like that).
It may be quite straightforward, but somebody's going to have to do it.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:31
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Peter hates anything to do with graphics. I can't even do proper Christmas Cards.
My real interest is just in AI.
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MrBaggins
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The advantage to us in coding it, is the fact that we have usable examples to come from... and the system that is in place is extremely flexible.
Which means we have a big headstart, already.
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J Bytheway
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England
Jul 2001 time: 05:31
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I assumed that at higher resolutions the two chunks would just recede into the top/bottom corners, so you'd end up with a gap below/above.
Last edited by J Bytheway on 07-11-2003 at 19:11
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Gilgamensch
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France
Jun 2002 time: 06:31
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IIRC we already assumed to have it only for 1024*768.
So shall not be as bad as with 800*600 (who is still using it?????????)
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MrBaggins
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Just checked running the game in 800x600. The tabbed control panel in the bottom right hand corner is HUGE... the ldl files are statically sized... they don't resize... which means we'd need to do different layouts for different resolutions... (or perhaps do dynamic resizing... which is not an inconsiderable task.)
800x600 should just stick to how we have it now.
1024x768 is pretty tight still...
1152x864 (irc) 1280x1024 and 1600x1200 should be a doddle to do though.
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MrBaggins
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My thoughts are that since we'll need to be spending a significant amount of time in play testing... pretty much whatever feature we significantly change, one of the most productive things we can do is improve the environment of the playtest.
I loaded Civ2 a little while ago, to refresh my memory on what made it so "one-more-turn"y. Its hard to place, but there are small things that make it this way:
The interface is very intuitive and useful by default
The default action for a mouse click on a city is to open the city screen, if their aren't active units. Its the most intuitive way...
The city screen presents all of the necessary control and information in one glance. You can select different panels, for the less necessary, or "color" information.
Numbers are pictographically displayed.. boxes display icons for values (with 'bunches' and units) and waste. I'd like to see this too (in addition to actual numbers, not instead of)... although obviously we don't have a granary that gets full the same way... but a bar would be nice. There is something satisfying in the city screen with high "values". I get that feeling less in CtP, and I think this has something to do with it.
Improving gives you something active to do in early game
I'm not a fan of removing the public works system. Its hugely important to reduce late game tedium. There would however, be a point to having both in the game... two points actually:
We would KEEP the public work system... thats the first thing to make clear.
The player has something extra to do, to feel like he's actively improving his nation (even though PW amounts to the same thing,) and gain some small advantage by doing so:
Workers should have a "store" of PW equal to the cost of their construction. When they build something, then the pool is used up, when it comes from the PW pool instead.
An "army" of workers would have a combined pool of PW to work with, and could finish tasks x times quicker, based on the number of workers.
We could include a setting to have PW be diverted to your workers, to regenerate their PW pools. They shouldn't cost population, but should have food based upkeep.
Workers could perform terraforming outside of your area of influence (this has been mentioned by hexagonian in Civ Games General/Future.) Which would solve the PITA that roads between distance cities currently are (where you have to build a city inbetween to extend your area of influence.)
This system would allow players who don't fudamentally "like" PW to use workers instead, without changing the essential balance of TI's.
The discovery and advance interface is much smoother and more intuitive
The system seemed more "rewarding" and it was easy to get to more information. There were less techs so each one was more significant.
Last edited by MrBaggins on 06-01-2004 at 20:12
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drulius
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Lubbock, Tx USA
Jan 1970 time: 23:31
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I would love to see a new button (somewhere near the fortify and sentinal buttons) so that you can discharge any remaining movement allotment available to a unit/stack for a given turn. I absolutely hate clicking past the same stack seven times in a turn to get to all the other units that haven't moved yet just because I made the stack stop after only moving two tiles along a road.
I like the new city screen idea too. I wonder if it would be useful for the display of the city under investigation to show how productive the rings of the city are, the percentages they are each contributuing to the city's overall economic health. For example, you could empty the third ring and make all the former third ring workers into scientists, and instantly see the contributions of the third ring to the city's economy drop to zero. You could easily test whether specialists or workers were more desirable as cities grow.
This is probably moot with a new city screen, but I always got confused because opening a city screen, then a build screen, then incrementing through a few cities, then closing the build screen, leaves you on the original city screen instead of the latest city the build screen was on. You can always get to the city screen from the build screen by pressing the city manager button, but I always think of the build as a sub of the city, so when I close it I expect to be on the city screen of the same city the build screen was just showing.
For the national manager, I wonder if we could get a national database that a player could search and query? Which cities have tanks in the build list? What cities are missing a Publishing House? What are my top five science cities? (what cities have the most good terrain for science/production/gold?) My larger National Manager request though would be a "find and replace" option for the build lists, so that on a National level I could chose to find all Infantry in any city's build list and replace them with Machine Gunners (or settlers, etc)
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Maquiladora
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Well it doesnt exhaust the movement points as such, it just tells the game "dont select this unit on this turn again".
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drulius
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Lubbock, Tx USA
Jan 1970 time: 23:31
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I guess that's my just desserts for losing track of the manual during my hiatus from playing. I've played the game 100% with the mouse since I started playing again. Thanks for letting me know gentlely. It took me over an hour to find the gold reserves display in my first game back.
Also,
There should be a way to customize city and mayor names on the city screen, am I missing another keyboard shortcut?
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