Search found 161 matches

by zol
August 14th, 2006, 3:40 am
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6341

Looks good, zol! I would rather see them in alphabetical order though. Thank you. irrevenant has been forwarding the idea of variable sort order, so this would likely be an option if the others were. I personally think that finding types by similarity is ultimately more convenient than by name and ...
by zol
August 14th, 2006, 2:57 am
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6341

If the bars cannot be made to add clarity or new information to the table, then they are not serving any purpose, and only add clutter and overhead. This mockup does the following, listed from most important to least: 1. Re-arrange terrain types to observe some natural order and grouping. 2. Make 'n...
by zol
August 14th, 2006, 2:29 am
Forum: Ideas
Topic: minimap that shows village status
Replies: 25
Views: 3359

The tabs use up space and don't really distinguish the modes easily unless you actually look at the tabs themselves to see which is foremost. Even if one were highlighted, having the highlight left or right isn't very distinctive. I would go for placing a 1 pixel contrasting border around the minima...
by zol
August 14th, 2006, 1:43 am
Forum: Ideas
Topic: Movetype
Replies: 5
Views: 759

Re: Movetype

This is already used ... But yeah, this is basically exactly what you're thinking of. Yes, it is. There is no need to makes patterns easily discoverable if you already know what they are. Already-knowing requires much less effort than discovery. movetype=woodland Do experienced players find it usef...
by zol
August 13th, 2006, 12:45 pm
Forum: Ideas
Topic: Movetype
Replies: 5
Views: 759

Movetype

Major The name of one of a small number of general mobility categories. Minor Where useful, a subclass name indicating a notable variation. Not restricted to precise values but defined within bounds describing a general mobility profile across all terrains. Major-Minor to appear in the sidebar as p...
by zol
August 13th, 2006, 12:06 pm
Forum: Faction & Era Development
Topic: Faction for EOM: Celestials
Replies: 321
Views: 54160

Ryorin wrote:I'm just going to let you all run with this one.
Don't take it personally. You're doing good work.
I just thought this unit was being stubborn and more attempts would help.
by zol
August 13th, 2006, 10:30 am
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6341

Various opinions have been voiced about which I am either undecided or have more to say on the topic but can wait until it becomes more focussed. In the meantime, I am paying attention, but I'll mainly work in a direction that feels reasonable to me. I hope that everyone is bearing in mind that the ...
by zol
August 13th, 2006, 7:47 am
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6341

A reference pic incorporating the new terrain types and re-ordered to emphasise typically related mobility groups. Notes: Cave Wall = infinitely high mountain, not a type of underground passage. Chasm passable by flight only. Mobility through Snow usually coincides somewhat with that through either ...
by zol
August 12th, 2006, 1:39 pm
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6341

Irreverant is right. I also don't really like the terrain pictures, they don't accurately show the terrain IMO. I agree that the icons would definitely need work. I don't like them at all currently. Whether icons are desirable at all remains to be discussed. Of course they're horrible :| Please see...
by zol
August 12th, 2006, 12:18 pm
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6341

by zol
August 12th, 2006, 11:06 am
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6341

Longer bar when it needs less MP is rather inintuitive IMO. I had originally considered making it linear as well, but in general I believe that the graphic should follow a more basic intuition that longer means better. I look at the chart to find out what a unit is good at, and these are what shoul...
by zol
August 12th, 2006, 9:35 am
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6341

One including defence. It is perfectly clear what the numerical values are if those are what you need. Defence is linear, movecost is inverse. edit: Also the bars showing 10% to 100% defence, and 1 to 6 movement cost. Note that bright green is 70% defence as this is the normal upper bound, and anyth...
by zol
August 12th, 2006, 5:48 am
Forum: Ideas
Topic: Unit idea: goblin torcher
Replies: 61
Views: 10167

The difficulty I see with this is that, in making the new unit as 'inoffensive' to balance as possible, one has a unit that isn't likely to be recruited initially (with FoW) anyway. Oh, of course. You must mean that it's cheap enough to get later when funds are low and you have to adapt quickly. Par...
by zol
August 12th, 2006, 5:06 am
Forum: Ideas
Topic: Graphical display of Movement points
Replies: 48
Views: 6341

Make Wesnoth Idiotproof :P Thanks a lot :wink: Part of my thinking behind this is that there are 12 [edit: 15 now, sorry] basic terrain types, but units tend to fall into few basic categories. The existing display does nothing to reveal these patterns, but emphasises the idea that every value is co...
by zol
August 12th, 2006, 3:52 am
Forum: Ideas
Topic: "orcish" trait revisited as its own idea
Replies: 55
Views: 6531

Some miscellaneous points and reinforcement of already mentioned ones. Please correct if wrong, but I feel they should be made explicit. CTH = 1-(defence^strikes) Traits are supposed to be advantageous to the bearer. As long as all traits convey similar advantage, every trait is balanced against the...