A minor unit-stats-page suggestion
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- Posts: 4
- Joined: October 7th, 2007, 12:14 am
A minor unit-stats-page suggestion
Hi there,
I love Wesnoth - I've been playing it compulsively for the three days since I downloaded it
Here's a small suggestion that you can use / try / ignore.
The game is a wonderful balance of complex tactics emerging from easy stuff to pick up, and of of the very few things that bugged me while playing was going from the smooth, fast-moving gameplay to having to squint at a list of
40%
40%
50%
30%
50%
40%
50%
to figure out a unit's terrain strengths and weaknesses.
There are various ways you could make this easier for the player, but the simplest, I think, would simply be to sort the terrain defence lists by the percentage.
I don't know whether those lists are hard-coded or generated by Wesnoth when you ask for them, so I don't know whether it'd be a re-writing or a coding issue, or whether it's practical, but if you can do it, I think you should, as it would make it quicker and easier to consult a unit's terrain stats, which would be good.
Keep up the good work and sticking to your "developer preferences".
I love Wesnoth - I've been playing it compulsively for the three days since I downloaded it
Here's a small suggestion that you can use / try / ignore.
The game is a wonderful balance of complex tactics emerging from easy stuff to pick up, and of of the very few things that bugged me while playing was going from the smooth, fast-moving gameplay to having to squint at a list of
40%
40%
50%
30%
50%
40%
50%
to figure out a unit's terrain strengths and weaknesses.
There are various ways you could make this easier for the player, but the simplest, I think, would simply be to sort the terrain defence lists by the percentage.
I don't know whether those lists are hard-coded or generated by Wesnoth when you ask for them, so I don't know whether it'd be a re-writing or a coding issue, or whether it's practical, but if you can do it, I think you should, as it would make it quicker and easier to consult a unit's terrain stats, which would be good.
Keep up the good work and sticking to your "developer preferences".
- irrevenant
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That gives a faster summary if you're trying to get a feel for the unit's capabilities, but moving around the stats slows you down if you're (eg.) trying to locate what defence your thief has in Cave.
The unit's strong defences are already highlighted in green to make them stand out.
The unit's strong defences are already highlighted in green to make them stand out.
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- Posts: 4
- Joined: October 7th, 2007, 12:14 am
Hmm. I guess it might once an experienced player has learnt the order of the terrain types. But an experienced player wouldn't need the list much anyway, presumably. But I think it would also be that tiniest bit easier to pick out which number was alongside "Cave," as you'd be looking at an entire "band" of numbers.
But wait! The best ones are highlighted in green? Where, on the page, or when you mouse-over a hex? Is that a new development? I haven't noticed it happening on my copy of the game.
But wait! The best ones are highlighted in green? Where, on the page, or when you mouse-over a hex? Is that a new development? I haven't noticed it happening on my copy of the game.
- thespaceinvader
- Retired Art Director
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It's only in the development branch of the game (the worst defences are red, going up to the green through orange and yellow.) If you're playing the Stable branch, this feature isn't there.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- irrevenant
- Moderator Emeritus
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I keep forgetting that some people aren't using the Development branch. What Space Invader said. I suggest downloading 1.3.8. It really is better in a lot of ways.
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- Posts: 4
- Joined: October 7th, 2007, 12:14 am
Well, this can be a nice reminder for you
Guess my suggestion effectively has already been implemented, then.
So how long does it normally take for features to "filter down" to the stable releases?
Perhaps "check the dev branch before suggesting features" should be added to the "read this before making suggestions" notes?
Guess my suggestion effectively has already been implemented, then.
So how long does it normally take for features to "filter down" to the stable releases?
Perhaps "check the dev branch before suggesting features" should be added to the "read this before making suggestions" notes?
-
- Posts: 4
- Joined: October 7th, 2007, 12:14 am
Well, this can be a nice reminder for you
Guess my suggestion effectively has already been implemented, then.
So how long does it normally take for features to "filter down" to the stable releases?
Perhaps "check the dev branch before suggesting features" should be added to the "read this before making suggestions" notes?
Guess my suggestion effectively has already been implemented, then.
So how long does it normally take for features to "filter down" to the stable releases?
Perhaps "check the dev branch before suggesting features" should be added to the "read this before making suggestions" notes?
- irrevenant
- Moderator Emeritus
- Posts: 3692
- Joined: August 15th, 2005, 7:57 am
- Location: I'm all around you.
In short:
Odd numbered releases (0.9.x, 1.1.x, 1.3.x) are Development releases
Even numbered releases (0.8.x, 1.0.x, 1.2.x) are Stable releases
Stable releases are feature frozen. ie. The only changes that are made to them are bug fixes.
The process is as follows:
(1) Once the Development branch is looking sweet, the Devs will feature freeze it, and work on making sure all significant bugs are fixed.
(2) Once they've made the Development release reliable, they'll copy it to version 1.4.0 and it will become the new stable release.
(3) Then they'll start adding new features to the 'live' branch of the code (commonly referred to as SVN, though technically all the branches are stored in SVN). Once that's diverged significantly from the new Stable, they'll copy it to 1.5.0 and release it as the new Development release.
Wash, rinse, repeat.
Hmm, that was less short than I intended. We really should post that on the wiki somewhere for reference...
Odd numbered releases (0.9.x, 1.1.x, 1.3.x) are Development releases
Even numbered releases (0.8.x, 1.0.x, 1.2.x) are Stable releases
Stable releases are feature frozen. ie. The only changes that are made to them are bug fixes.
The process is as follows:
(1) Once the Development branch is looking sweet, the Devs will feature freeze it, and work on making sure all significant bugs are fixed.
(2) Once they've made the Development release reliable, they'll copy it to version 1.4.0 and it will become the new stable release.
(3) Then they'll start adding new features to the 'live' branch of the code (commonly referred to as SVN, though technically all the branches are stored in SVN). Once that's diverged significantly from the new Stable, they'll copy it to 1.5.0 and release it as the new Development release.
Wash, rinse, repeat.
Hmm, that was less short than I intended. We really should post that on the wiki somewhere for reference...
Want to post a Wesnoth idea? Great! Read these:
Frequently Posted Ideas Thread
Giving your idea the best chance of acceptance
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Giving your idea the best chance of acceptance