UI modifications (suggestions and discussion)

Płaty posted BUG version of specialist stacker maybe this will helps you.
 
Płaty posted BUG version of specialist stacker maybe this will helps you.

Yes, but it is a different version of BUG to what was merged into the code which we have plus there are 2 documented sets of changes from RoM and RoM:AND in that bit of code plus AIAndy's stuff plus other stuff. I just tried again and failed miserably:sad:. I'll give it one more go but not today.
 
As far as I can see there needs to be 8 things done to the City Screen. See attached. Not sure when or if they should be done.

Remember there is no way to change the bits of the screen that are in silver grey, they are hard coded down in the graphics engine where we cant get at them.
1. The buttons that move between cities.
Normally these would be split so that one was at each end of the city title bar just like a scroll bar​
2. The Abandon City and Sell Building buttons need to be added here.

3. The new defense mechanisms - zone of control, can't attach until defense is down to etc need to be added here.

4. These buttons are next to useless.
They avoid growth is city is about to become unhealthy or unhappy making them a poor substitute for the bottom right button in the city automation area which stops all growth. If they stopped all growth I would have then on all the time to avoid having to enter the city every turn to turn on/off the stop growth button.

In fact making stop growth if the city is about to become unhealthy/unhealthy and restart growth when one or both is fine would be better served as an option rather than as these buttons.​

5. Need more specialists. Platyping has come up with a solution but I have not been able to merge it yet. NB I prefer one of his solutions along the way rather than his current solution.

6. Platyping has come up with a way of displaying all the effects of a building. Just remove the + and , leaving the -, buttons and numbers

7. Display of Great, Free and Settled Specialists. This currently goes outside the box bounds because it is not scaled properly to screen resolution.

8. If I can get them working would fuel gauges for the properties crime etc be good here?​
 

Attachments

  • ui.jpg
    ui.jpg
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3. The new defense mechanisms - zone of control, can't attach until defense is down to etc need to be added here.
I haven't added Zone of Control and Unable to Attack until less than x% values there but it would be a very appropriate place to do so and would save us on real estate. In fact, I'm currently working on that section so I'll add those two as well...

@ Your question on #8:
Yes, but we'd need to set the field of view further out still considering that it could then crowd the 3rd ring on the north end.


It's also nice to finally see where it is you'd like to put our sell and demolish buttons. Cool :)
 
UI change number 6 "improved" building list in the city screen. This one is easy to do. Do we want to change over to this one? The main difference is that all the existing buildings now show all their effects without having some being too long and requiring you to hover over to get the information.

Moved into a poll - we haven't had one of those in a long time.:D
 
UI change number 6 "improved" building list in the city screen. This one is easy to do. Do we want to change over to this one? The main difference is that all the existing buildings now show all their effects without having some being too long and requiring you to hover over to get the information.

I personally like the ones with the + in them . . . SO

Didnt know about the - stuff before i wrote.
 
It is not actually Platyping's code as merging that is next to impossible with all the stuff added over the years by RoM, RoM:AND and C2C in that file. It is his idea though.
 
An idea that is just a thought and not implemented is just an idea.
An idea that has been accomplished and is in tangible form becomes literacy works.

Technically, it is considered as IP
Intellectual Property (IP) commonly refers to creations of the human mind. Examples are a piece of creative work (e.g. a painting), or a technical solution to a problem that is documented. Types of IP include patents, trade marks, industrial designs, trade secrets and confidential information, plant varieties, layout-designs of integrated circuits, geographical indications and copyright.

So... it is my code :D
 
An idea that is just a thought and not implemented is just an idea.
An idea that has been accomplished and is in tangible form becomes literacy works.

Technically, it is considered as IP


So... it is my code :D

I am not sure it can be because in this case it is accomplished by the removal of code only. If you remove a paragraph from a literary work does it make it your writing or are you "just" an editor.:mischief: Or does it make it your "not code". It is still your idea and design, it is just that there is nothing (no code) where there used to be something (some code).
 
Hmm good question :D
Anyway that is just a temporarily solution.

The main issue I dislike about the building list is that it is split into 2 columns, the name and the effects.

When the name is long, the name is truncated off, although the effects may be short, leaving big gap in between which could have been used to show the rest of the name.
 
Another perfect solution from Platyping

City resource display filter
http://forums.civfanatics.com/showpost.php?p=12611388&postcount=439

Now resource display in city screen is useless because we hava a lot of resources.
Adding filter to it will make things more clear

Big problem - we don't have unique icons for all our resources. Minor problem - we display export and import numbers also. Biggest problem is that our code base is not the same as platyping's code base so merging is not straight forward. This is the case with any of the changes to that bit of code.
 
Biggest problem is that our code base is not the same as platyping's code base so merging is not straight forward. This is the case with any of the changes to that bit of code.

that is definitely the truth, it is alot more work to get it to work with OUR BUG and regular python for C2C. Infact i am waiting for DH to get done with the Tutorial on outcomes or whatever makes alot of other mod stuff into ours work.??
 
that is definitely the truth, it is alot more work to get it to work with OUR BUG and regular python for C2C. Infact i am waiting for DH to get done with the Tutorial on outcomes or whatever makes alot of other mod stuff into ours work.??

Until someone fixes the problem with the story teller line and now whale combat class there is no point. In both cases no XML has changed but the missions are no longer in game :(. This means something in the dll has changed.

The problem with the code base is that it is not the latest BUG but a much earlier one with a lot of changes made. Some of those changes have since been incorporated into BUG or BULL but in a different way. Ages ago I tried to update RoM to the latest BUG but I did not know what I was doing. Basically I am old and this whole screen graphics stuff eludes me.:sad:
 
Until someone fixes the problem with the story teller line and now whale combat class there is no point. In both cases no XML has changed but the missions are no longer in game :(. This means something in the dll has changed.

The problem with the code base is that it is not the latest BUG but a much earlier one with a lot of changes made. Some of those changes have since been incorporated into BUG or BULL but in a different way. Ages ago I tried to update RoM to the latest BUG but I did not know what I was doing. Basically I am old and this whole screen graphics stuff eludes me.:sad:

I am afraid we will have to wait till AIANdy gets back?? Otherwise you'll have to personally contact Koshling and do a quick reference what and info is going on, and wrong??
 
Big problem - we don't have unique icons for all our resources. Minor problem - we display export and import numbers also. Biggest problem is that our code base is not the same as platyping's code base so merging is not straight forward. This is the case with any of the changes to that bit of code.

Big and minor problems are not problems at all.
Because the filter has nothing to do with the display.
It just removes the unwanted resources from the list of resources to be displayed.
How they are displayed is still according to the rest of the codes.
 
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