- Joined
- Jan 12, 2004
- Messages
- 1,315
then please try out v22beta2 (post #821) and provide feedbackaround 10% to 20% of males have some form of colour-blindness (estimates vary). I'm one of them, and I know how difficult it can make life
then please try out v22beta2 (post #821) and provide feedbackaround 10% to 20% of males have some form of colour-blindness (estimates vary). I'm one of them, and I know how difficult it can make life
I happen to have a very large screen and don't feel the need to implement "Notebook" compression. These mods can be used just fine with EUI, provided EUI's CityView module is disabled.What is your opinion on the "CityView for Notebook" by meister.maggi and similarly compressed right side panels by other Mods?
thanks for your feedbackRegarding beta 3. Like the top right new buttons
the intent is to replicate city banner info + maybe a bit more depending on space / layoutI don't know where you're going with the city ribbon, with the city ribbon, what I'd apreciate the most is a gauge for new citizen and time before building with a number showing how much production would be required to diminish it by 1 turn
units are ordered by distance to currently selected unit, so this changes each time a unit is selected. Some kind of unit filtering would be nice, and sort choice selection would be nice too... maybe not for next version thoughFor unit ribbon I'd like a way to display only workers and the option to disable it altogether. I don't feel like I'd get much out of military units being displayed there. There's also some weird reordering every time I click a unit.
yes this is not yet complete:1) DiploCorner Section: Oh-Please tell me this presently is incomplete or missing some proper calls to the right Icons (F1+F2)!
-- The WorldCongress button should be the Globe_Diplomacy,
-- Military Overview should not pick its F1 from the InfoCorner version,
-- Temp PlaceHolder (Double Arrows) was meant to be placed underneath these 3Letters/TXT. I'll have create some more of these custom sets, that's predictable. I'm hoping you'll provide code provision(s) for such run-time dispatching. We'll need a type of formula with strict principles to allocate such assets to people who will require it... eventually.
2) Cities Ribbon: Well, ANOTHER Icon set to produce, it seems. Plenty of space for supplemental details (through overlays or sidebar 22's) for them. Tiny cues about anything, Focus, Walls, etc.
-- Not sure if the Info-Corner (as it opens or closes) should get main Layer priority over these Buttons while somehow pushing them to the right. Had only 5 Cities right now... scrollbar would get VERY lengthy for much higher numbers. Names are a bit wide for ID. Capital Star is a given. Etc...
the intent is to replicate city banner info + maybe a bit more depending on space / layout.* on the city banner, add culture meter next to food meter (I don't like this so it would be an option)
Well, change Banner for CityView (Top right Box)...
Hey - that should give plenty of extra room... to give me back THE missing Production values slot!?!![]()
colors will be used to show unit health (it's actually in but does not work). Some kind of unit filtering would be nice, and sort choice selection would be nice too... maybe not for next version though3) Units Stack: As previously suggested, i'd also recommend some optional functions for the Units VASTLY busy column. Specify categories (Hint--Open_Close_Borders tiny tags with colors... to cycle through a list!) such as Navals, Civilians, Trades, GreatPersons, Zzz(specifically important are the idled Garrison - maybe combine them all with a numerical & a visual hint), etc. Pips & symbols are great for direct overview. Sizing or scaling of individual slots is perfect. The frames could use some status Colors as well just like Leaders.
well then come up with an alternative that meets the following constraints:I absolutely will not stand for a boxed group of Unit Actions. The single icon(s) filling a neat column was perfectly fine as it is. You are probably reserving some room for the Ribbon stack to the left. Too bad... this is a priority concern for me. Ergonomy, Visual appeal, Familiarity... any good enough reasons AFAIC for this specific feature.
don't understand your comment, the selected unit is always the big guy in the bottom panelThe last Unit (at the bottom) on the scrolling stack should be a special case. It has to gain focus as the currently selected Unit (below). On this snapshot, it's a Worker. Well, a tiny tag (Red Arrow pointing down, or somethin') would warn players about it. A critical area of the UI which demands for feature filled considerations but not Actions call_objects -per say.
I don't understand these comments4) Welcome to your game -- but, you now begin in the Capital City-View screen. Nope, No, nada, never.
5) And... we're zooming the UI a bit further away by default upon Exit. Same reaction -- negative!
- I need 4-state buttons rather than single state pairs (not like civilopedia, just 4-state rond buttons), otherwise I cannot get the world congress button to show/hide conditionnally without changing DiploCorner.lua (which I do not want for compatibility reasons)
- the highlighted state should be more obvious and consistent with other Firaxis buttons
Maybe?! Think of the GreatPersons stack of progress bars -- it's kinda useful but only in a sense that players have been using these for a looooonnnng time before EUI came to existence! I agree 100% that there is some "Doubling" of features from that specific stack of buttons with the old DC resources and list. Toss a coin for such a decision... *I* personally would keep it available somehow. Optional or not. Whatever.Info corner is basically useless / redundant with EUI, not sure what to do with it.
I would like to TEST 45x45 citizen & purple hex icons for population & border growth meters if you can produce icons for them (need a grayscale background and a colored foreground for each meter, just like cityview's only smaller)
- fits with the new unit ribbon to the left, as well as the existing promotions panel, worker actions panel, and enemy panel
- actions must remain a stack - any kind of stack: horizontal, vertical, single or multiple columns - but a stack
- promotion and worker ations panel can be changed a bit - but they also need to remain stacks
- no changes to unit panel or enemy panel - too much work
- display priority (which one is on top) between the various panels can be changed to some extent
don't understand your comment, the selected unit is always the big guy in the bottom panel
As soon as i loaded my first test-game. World-View was replaced by my Capital_City-View instead. When i left that screen, the map (proportions) shown was Zoomed out by nearly a factor of X2 if compared with the default World-View resolution mode. Everything was simply smaller! Maybe, that's intended... but it's weird.I don't understand these comments
...Guess there is a compromize in here somewhere. The Icons framing brightness can certainly be fiddle with to sharpen the effects.
- I need 4-state buttons rather than single state pairs (not like civilopedia, just 4-state rond buttons), otherwise I cannot get the world congress button to show/hide conditionnally without changing DiploCorner.lua (which I do not want for compatibility reasons)
- the highlighted state should be more obvious and consistent with other Firaxis buttons
- you can play test button desings (currently only single state pairs) by changing the "predefined" table line 1444 of beta3's NotificationPanel.lua script: empty {} means no display (note some buttons are hardcoded in DiploCorner.xml), no entry means display default button, otherwise provide the pair of button icon names to be displayed (regular / highlighted)
Thanks for the workable city limits & the ghosted purchase buttons! Super awesome.
As one last suggestion, will there be a (translucent) dark background for the civ/city-state information on the right? It can be difficult to read against a busy background of terrain, improvements, and units.
Thanks again for such an information-packed mod!
<!-- LeaderButtonInstance -->
<Instance Name="LeaderButtonInstance" >
<Button ID="Button" Anchor="R,T" Size="64,64" Offset="-4,0" Texture="64x64FrameButtons.dds" >
[B][COLOR="DarkRed"]<Image ID="RibbonUnderlay_Major" Anchor="R,T" Size="292,64" Offset="-4,0" Texture="Underlay_Major.dds" />[/COLOR][/B]
<!-- Leader Icon -->
<Image ID="LeaderPortrait" Anchor="C,C" Size="64.64" Texture="LeaderPortraits512.dds" />
<Instance Name="CityStateInstance" >
<Button ID="Button" Anchor="R,T" Size="32,32" Texture="32x32CityWorker.dds" >
[COLOR="DarkRed"][B]<Image ID="RibbonUnderlay_Minor" Anchor="R,T" Size="236,32" Offset="-4,0" Texture="Underlay_Minor.dds" />[/B][/COLOR]
<!-- Minor Icon -->