Showing defense ratings on units.

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Naeddyr
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Showing defense ratings on units.

Post by Naeddyr » November 14th, 2006, 5:23 pm

I think it would be a great thing if there was a simple dial or symbol that showed a units defense rating on the terrain that unit is in: like a with a small number from 1-9, or a small unintrusive figured made out of 1-9 pips, etc.

Here is an example, where I drew a 4 (40%, I don't actually know what the actual defense rating is) in the side-bubble:
Attachments
defensedisplay.png
defensedisplay.png (7.04 KiB) Viewed 1970 times
Last edited by Naeddyr on November 14th, 2006, 10:20 pm, edited 1 time in total.

Lord_Aether
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Post by Lord_Aether » November 14th, 2006, 7:58 pm

Could be cool. Mind you, when you have played wesnoth enough, you kinda memorize the values...
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Post by joshudson » November 14th, 2006, 9:57 pm

Zolpha? Defense rating goes from 0 to 98%
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Naeddyr
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Post by Naeddyr » November 14th, 2006, 10:06 pm

joshudson wrote:Zolpha? Defense rating goes from 0 to 98%
But are anything but 10% increments actually used? Not really. You might as well give defense ratings as 1-9 (my preference) rather than the inflated N*10 %.

Same for the damage resistances. >:o

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Zhukov
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Post by Zhukov » November 14th, 2006, 10:16 pm

If you want to know a unit's defence on it's current terrain, just select it and put the mouse over the terrain you wish to check. The defence value appears at the upper-right corner.
This works with your units, allied units and hostile units.

I really don't think having the defence shown on the actual unit is a good idea. That's cluttered enough as it is.

TheLost1
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Post by TheLost1 » November 15th, 2006, 4:55 am

what about a little box that appears if you hover over a unit for long enough?
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Ken_Oh
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Post by Ken_Oh » November 15th, 2006, 5:15 am

I like this. You can, at a glance, see everything without all that mousing around.

The down side = more clutter.

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JW
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Post by JW » November 15th, 2006, 5:27 am

Am I blind? I can't see a "4"...

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Zhukov
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Post by Zhukov » November 15th, 2006, 5:57 am

You can't?

It's on top of the green orb, above the gobo's health bar.

Naeddyr
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Post by Naeddyr » November 15th, 2006, 9:55 am

JW wrote:Am I blind? I can't see a "4"...
Yes, very subtle, isn't it. :lol: Not at all distracting.

Unlike these dials:
Attachments
stardial1.gif
stardial1.gif (30.78 KiB) Viewed 1821 times
stardial.gif
stardial.gif (64.03 KiB) Viewed 1839 times
numbers.gif
numbers.gif (57.8 KiB) Viewed 1843 times
dial2anim.gif
dial2anim.gif (8.38 KiB) Viewed 1852 times
defensedialanim.gif
defensedialanim.gif (113.26 KiB) Viewed 1860 times
Last edited by Naeddyr on November 15th, 2006, 3:07 pm, edited 5 times in total.

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JW
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Post by JW » November 15th, 2006, 10:23 am

Zhukov wrote:You can't?

It's on top of the green orb, above the gobo's health bar.
I see a green diamond. I would never recognize that as a 4.

Boucman
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Post by Boucman » November 15th, 2006, 6:47 pm

the "dial" stuff might be doable... I'd even rate it as an easy coding task.

allyou have to do is read and understand unit::redraw() in unit.cpp and add the proper code.

Edit:
I'll probably add it as an easy coding task once our UI gurus agree if/how it should be done

however, I like the symbolic concept (star, color) better than the number concept
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Maeglin Dubh
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Post by Maeglin Dubh » November 15th, 2006, 7:13 pm

My vote is for the dial. I'm not quite clear on how the other one works, and it doesn't seem terribly intuitive.
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Post by SkeletonCrew » November 15th, 2006, 7:39 pm

Maeglin Dubh wrote:My vote is for the dial
ditto

Naeddyr
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Post by Naeddyr » November 15th, 2006, 7:59 pm

I'm gonna post here more dials as I get them one. For starters, one with 9 pips - the following ones will be variations with seven pips, etc. I'll also try to fit the crown in somehow, etc, and do different colours and so forth.
Attachments
greenstars.gif
greenstars.gif (23.83 KiB) Viewed 1780 times
stardialseven.gif
stardialseven.gif (44.96 KiB) Viewed 1783 times
defensedialtry.gif
defensedialtry.gif (8.67 KiB) Viewed 1796 times

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