EmperorFool
Deity
is there a 'turn off all silly filters, groupings, etc' button?
Yes, the first checkbox on the "Unit Icons" tab of the BUG Options screen, but I highly recommend you try out the filters and stacked view modes. </evangelism>
is there a 'turn off all silly filters, groupings, etc' button?
Yes, the first checkbox on the "Unit Icons" tab of the BUG Options screen, but I highly recommend you try out the filters and stacked view modes. </evangelism>
Truth be told, I actually do sometimes use these little suckersI think Ruff is just one of those guys who once he made his POV known, he wont' change that POV, even if it means he stands still while the tornado sucks up his house.
is there a 'turn off all silly filters, groupings, etc' button?
No - I meant is there a button that undoes all of the filters. Just been playing in an SG and turned on various filters only to loss all of my units - no unit icons at all. I would like a button that I can click to reset to my Ctrl-Alt-O default.Yes, the first checkbox on the "Unit Icons" tab of the BUG Options screen, but I highly recommend you try out the filters and stacked view modes. </evangelism>
Yes, I have a button graphic for the now, but I need to make room. It will reset all filters, and maybe I will make it reset to your default modes as well.
So I coded up my idea of tri-state buttons (click to see healthy, again to see wounded, again to clear filter), and I want to get some feedback. Also, right-clicking the filter goes in the opposite direction.
we lose some of the increase in immediateness that we have with your "BUG mode".
Create a unique 4-status grouping button.
That is precisely what I fear. If we go this way, though, the hover text would be rewritten and each group of filters would have its own "off" button. For the health-related ones, that's a gray cross.
That is a possibility, but it suffers the same drawback (lack of immediateness). I only use those four buttons, however, when I'm looking at a city screen with a ton of units. This is why I was thinking of a "city screen view mode" so I wouldn't even need to click the buttons. Alerum says he uses them also when he's got a large stack and cannot click where he wants to move units.
Now for the four right-most buttons. From people's comments, I think it is unclear that they are mutually exclusive. They aren't entirely related, though. The left two switch how units are grouped in the four view modes. I will combine these into a two-state button.
The right two switch the whole plot list into completely different operational modes, showing all units that can be promoted or upgraded depending on which button you push along with icons showing how they can be promoted or upgraded. Clicking the icons should do that thing, but it didn't work for me. Also, unless I'm mistaken, all the normal filters lose their effect temporarily.
One option is to remove these two modes entirely and turn them into regular filters. They would each be a single button only, as I don't see the point of "show me all units that cannot be promoted". Same for upgrade.
the question I have is are we replacing all of the text actions with little icons?
The answer I have is "Yes." As long as NikNaks can design icons that are clearly distinct and easily recognizable, I will swap them out for the text tags. If you press, I could make this configurable.
My main reason for this is to avoid having non-translatable text in graphics. Sure, we could make different graphics for the same icon usage, but that take more time and can't be done by the translators themselves, slowing the process.
Besides, the German and Italian text tag icons would need to be 250 pixels wide, only allowing five units on the screen at a time.