UI modifications (suggestions and discussion)

This is suggestion thread. So this is my suggestion to make specialist view more clear.
I am not a coder. But if you want you can teah me :)
 
This is only a suggestion to make specialist view more clear.
@DH
I am not a coder but you can teach me if you want. :)

Now i am php coder.
 
Can we tweak production filters to show buildings that actual effects gives thing that we want.

Example
When i choose to see only buildings that gives production filter will show me all buildings that gives hammers as it base effect but dont show me ex factory or other buildings that provide production only with access to power.

Is it difficult to do?
 
I made a few adjustments in there and its not really hard no... Andy has a very easily understood setup in that file. I just requires a little thought and time consumption and it really requires that adjustments like that are listed quite specifically. So if you had other things to point out on the subject, by all means list them.

I'd also like to make the 'Food' building filter include health buildings if the city is unhealthy. Also... does it currently utilize the food storage under this filter? As I recall it didn't but recent memory on playtests tells me its been updated to include that.
 
Just use filter by actual effects variables not by base effects variable.

That will include all my ideas like showing also buildings that provides some bonuses only with tech or wonders or provide free specialists/trade routes etc.

With that case will be no need to add health buildings under food filter category because actual efects variables shows that effects already.
 
Ah... I get what you're saying then... well... hmmm... AIAndy may have more insight on how to do that than I. THAT would be a bit more difficult for me.
 
Just use filter by actual effects variables not by base effects variable.

That will include all my ideas like showing also buildings that provides some bonuses only with tech or wonders or provide free specialists/trade routes etc.

With that case will be no need to add health buildings under food filter category because actual efects variables shows that effects already.
You are right, there is a set of methods named getAdditional X ByBuilding in CvCity which are already used for the sorting. I don't quite remember why I did not use them for the filtering but they should cover a lot more cases at the cost of being more expensive (maybe they could use some caching if it turns out to be too expensive).
 
maybe they could use some caching if it turns out to be too expensive

+1 for this. If it will be turn time expensive Koshling will fix this performanse issue ;)
This will be very usefull improvement.
 
With CombatMod III in the works, I realized that the unit box as well as any unit on-mouse-over will probably get very cluttered, esp on low-rez screens. By adding a scroller (not sure this is the word) you could have these spaces n early infinite in size. Not everything will show up on the screen at the same time, but all you need to do is scroll up or down or sideways to see the rest of the info. Could not this be implemented?
 
With CombatMod III in the works, I realized that the unit box as well as any unit on-mouse-over will probably get very cluttered, esp on low-rez screens. By adding a scroller (not sure this is the word) you could have these spaces n early infinite in size. Not everything will show up on the screen at the same time, but all you need to do is scroll up or down or sideways to see the rest of the info. Could not this be implemented?

The combat mod stuff is intended to counteract this by only showing the highest element for promotions that are part of lines (current SVN does this already for those that have been retagged as lines, like the combat line). It is not possible to add scroll bars to hover messages.
 
[..]
One thing that bothers me about the additional sliders is the problem of having too much screen clutter. When I have new civs pop up and play on large maps, my scoreboard is massive, there are 30,000 events firing every turn, there is too much going on at one time to add too much more clutter, much as I like the idea of more options.

After reading this I started the game without the external monitor connected, and ran it on my laptop screen. ... 1200x something ( 16:10..too lazy to calculate :D ).
And it realy IS cluttered. The scoreboard nearly takes up a third of the screen ( espcially if you tend to dsiplay leader and civ names ). Unlike on a big screen the GP bar does not fit beside the research bar, so it is placed under it, further obscuring the screen. The city build list is very, very scroll intensive. Especially in young cities with tons of buildign choices.
I think one big prolems is that the font scales inverseley with resolution. It seemed much larger on the small screen ( absolute. Relative as well of course ).
Maybe soemthing can be done about this? A scaling of the font and the build buttons, allowing for a little space on lower resolutions.
Currently the smaller resolutions only fit one row of buttons into the building selection, and due to the size of the buttons, that row contains not that many items. Where I can see most if not all unit choices, depending on tech progress, on 1920x1080, I gotta scroll 4 times on the small screen.
 
I have two requests for UI improvements in V28.

1. City Screen:

I would like to see options in the Building and Wonder filters to show only things that make gold/science/culture/espionage. Currently we only have the culture one, and the only other option is to filter by yield, which is not very good. Could this please be done?

2. Domestic Advisor:

It would be nice to be able to check Crime, Pollution, and Disease (but especially Crime) from the Domestic Advisor. Could someone please add columns in the advisor for the Properties?
 
I have two requests for UI improvements in V28.

1. City Screen:

I would like to see options in the Building and Wonder filters to show only things that make gold/science/culture/espionage. Currently we only have the culture one, and the only other option is to filter by yield, which is not very good. Could this please be done?

2. Domestic Advisor:

It would be nice to be able to check Crime, Pollution, and Disease (but especially Crime) from the Domestic Advisor. Could someone please add columns in the advisor for the Properties?

If you've been watching the Padams let's play, you'll realize that the filters don't really work very reliably anyway (I think it's the distinction between 'actual' values and base stats that I doesn't pick up), so for example - it appears to b blind to all things produced via trade route modifiers. I'd say we need to fix that before adding further use of the filters.

Also you CAN add columns for crime etc. (I do in my games) by hitting the 'edit' button in the domestic advisor and adding it.
 
I have two requests for UI improvements in V28.

1. City Screen:

I would like to see options in the Building and Wonder filters to show only things that make gold/science/culture/espionage. Currently we only have the culture one, and the only other option is to filter by yield, which is not very good. Could this please be done?
There are filters for all commerces, not only culture.
But Koshling is right of course that it is time to rely on the 'actual' value functions instead of the simple considerations that are used now and ignore a lot.
 
Also you CAN add columns for crime etc. (I do in my games) by hitting the 'edit' button in the domestic advisor and adding it.

Has this been added to the FAQ thread? Would be valuable to new and old players alike. I find I can't keep up with the changes like I used too. :old: I know. :p

JosEPh ;)
 
There are filters for all commerces, not only culture.
But Koshling is right of course that it is time to rely on the 'actual' value functions instead of the simple considerations that are used now and ignore a lot.

Oh, the science commerce filter has a trade route icon, that should be changed. :rolleyes: Sorry.

@JosEPh:

If I can figure out ingame how to add those columns it will go in the FAQs thread.
 
Has this been added to the FAQ thread? Would be valuable to new and old players alike. I find I can't keep up with the changes like I used too. :old: I know. :p

JosEPh ;)

It's a BUG feature that AND had! It's not in any way new. Go into the domestic advisor and there is a button near the bottom (below the cities list) called something like 'edit'. Pressing it changes you to a column editing view where you can select things to form new columns. This can be more or less anything (I have columns for all the properties, plus columns for certain key buildings (like garrisons, so I can see at a glance where I can perform certain unit upgrades). When you come out of editing mode the original view will now include the newly added columns.
 
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