FeatReq: Hovermouse to see how far your units move
Moderator: Forum Moderators
Forum rules
Before posting a new idea, you must read the following:
Before posting a new idea, you must read the following:
- irrevenant
- Moderator Emeritus
- Posts: 3692
- Joined: August 15th, 2005, 7:57 am
- Location: I'm all around you.
FeatReq: Hovermouse to see how far your units move
Hovering the mouse pointer over an enemy unit to see how far he can move is a really handy feature.
Why not enable it for your own units?
Why not enable it for your own units?
Good point. I suppose the immediate counter arguement is that it is more informative to just click on them and move the cursor but that is quite a slow way. If simply want to get a good idea of where you are going to be able to move that turn with several units e.g. "Can I make it to that village and create a defensive line around it?" it would be really handy
Signature dropped due to use of img tag
- Viliam
- Translator
- Posts: 1341
- Joined: January 30th, 2004, 11:07 am
- Location: Bratislava, Slovakia
- Contact:
A small addition to the idea:
Hovering the mouse pointer above any unit displays what this unit can do... for player's units it displays what they can do in this turn; for allied and enemy units it displays what can they do in the next turn.
A blue "fog" is displayed above the empty field, if the unit can move there.
A red "fog" is displayed above the field with units that can be attacked by this unit. (This would help more easily see how the zone of control works.) Of course only non-allied units can be attacked.
Hovering the mouse pointer above any unit displays what this unit can do... for player's units it displays what they can do in this turn; for allied and enemy units it displays what can they do in the next turn.
A blue "fog" is displayed above the empty field, if the unit can move there.
A red "fog" is displayed above the field with units that can be attacked by this unit. (This would help more easily see how the zone of control works.) Of course only non-allied units can be attacked.
- Attachments
-
- Feature preview. The selected violet unit can move 3 fields on green terrain, cannot move on brown terrain, and does not have skirmish. It makes visible which units can be attacked, and which are protected by ZoC.
- hover.png (3.31 KiB) Viewed 3140 times
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
- Contact:
While it would be nice to use some sort of colorizing instead of just grayscaling to indicate possible moves, there is only one action that can be done with each hex, so different colors would not be that useful.Viliam wrote:A small addition to the idea:
Hovering the mouse pointer above any unit displays what this unit can do... for player's units it displays what they can do in this turn; for allied and enemy units it displays what can they do in the next turn.
A blue "fog" is displayed above the empty field, if the unit can move there.
A red "fog" is displayed above the field with units that can be attacked by this unit. (This would help more easily see how the zone of control works.) Of course only non-allied units can be attacked.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
I liked the idea of coloring hexes and not grayscaling them..
I'll like to see a color setting like this:
Green for villages that aren't already taked.
Blue for possible moves and for your villages.
Red for villages and units that belongs to your enemies.
Yellow for villages and units that belongs to your allies.
And maybe a option to configure colors
God bless.
I'll like to see a color setting like this:
Green for villages that aren't already taked.
Blue for possible moves and for your villages.
Red for villages and units that belongs to your enemies.
Yellow for villages and units that belongs to your allies.
And maybe a option to configure colors
God bless.
-
- Posts: 72
- Joined: February 17th, 2005, 12:53 pm
There already exists issues with the current "highlighting" in terms of color conflicts with terrain types. The idea to add different coloring schemes for the "tactical" features of a hex may just make the aforementioned problem worst. I could see "green" having meaning then having a hard time seeing the "tactically green" hexes over forest.