Features for 0.8
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Easy... for the programme they are 100% the same.miyo wrote:Could you define how pressing 'n' is partial solution. As I think pressing this next button would use the very same function and therefore behave the same.
For the user... next button:
Code: Select all
1. Done that one, where is the next unit?
2. Oooh look a shiny Next Unit Button, I'll just try that
Code: Select all
1. Done that one, where is the next unit?
2. Scrolls around map.
3. Clicks on unit, sees it has moved
4. GOTO 2.
I have no idea of the Wesnoth shortcuts. Sure I can look them up, but I don't feel I should have to (except when it helps in adding the standard app menu prefs of course). Rarely do I learn the shortcuts for games. I have enough papers littering my desk already, nor do I have time as my gameplay time is too short.
I still believe they are vital for those who have good memories and become power-users, just don't forget the simple folk

But don't clutter up the UI with useless and annoying things for a regular user. Remember that 'beginner' is just a transitionnal phase, rather short one.Sithrandel wrote:just don't forget the simple folk
After all, Wesnoth is not nethack. Two or three keys ('n', <space>? what else?) to easier your life is not that much.
Wesnoth supports themes: let the current one as it is, and if you really want it, consider creating another theme only for beginners.
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Cedric
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Again... the hotkey configuration panel is actually not relevant to the issue of whether or not another means for this would be useful.
Space... that is a huge issue and I would wholeheartedly concur that we don't want to clutter the screen with buttons for ever conceivable command to the point where the map shows only a 2x2 grid
Surely, though, that is where the contextual menu comes in. Placing these in the right click menu would help new users
Space... that is a huge issue and I would wholeheartedly concur that we don't want to clutter the screen with buttons for ever conceivable command to the point where the map shows only a 2x2 grid

Surely, though, that is where the contextual menu comes in. Placing these in the right click menu would help new users

Still this doesnt invalidate my suggestion. I am sorry if I was blunt, which I didn't ment to be. I suggested minor change to UI and you didn't give any argument why it should not be added. I am sorry, but this is a bit rude. I understand this is your project and you can do what ever you like but at least you could give some reasons why you will not implement some function WHEN topic is about suggestions what would like to be added to game.miyo wrote: there is hotkey 'n' which does next_unit
This isn't completely true. There are cases where losses can't be accepted. I give you a hint, the game ends when thes situations occurs. As you can see there are more uses to auto-save than crash recovery. I cannot see why this should not be implemented because it brings lots of playability. I give you an example. when playing TBS I usually change when I make strategic decision where I may want to revert later. sometime many turns can pass and then I suddenly die. I load the game I saved and play everything basically same way as earlier (wasted time). And ctrl+s isnt really option since there is no way to delete old saves (I like to keep dirs clean and small).miyo wrote: Auto-Save is there as crash saver, it is not there for you to change your luck or tactic. If you want to save at the beginning of your turn there is always ctrl-s. Losses should be expected and lived with, if you can't live with losses you had in scenario you should start the scenario from scratch.
Also some new improvement suggestions if you are willing to consider them.
when important character dies, there could be options like: 1 revert last saved position (not autosave) 2 restart scenario, 3 save replay.
Another one is there could be also load in "Menu"-menu.
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Being a beginner is a transitional phase, but also one which needs the most encouragement.
Nor does it follow that when you are no longer a beginner you want keyboard only options. I have been playing the game for only 6 months or so, but I still would not consider myself a beginner
I do not see why these commands cannot also appear in the GUI as menu items.
Nor does it follow that when you are no longer a beginner you want keyboard only options. I have been playing the game for only 6 months or so, but I still would not consider myself a beginner

I do not see why these commands cannot also appear in the GUI as menu items.
[quote=miyo]
Lots of buttons takes up space... I prefer using hotkeys and having more space to get better overview.
[/quote]
Take that large area where is end turn button now. divide that area by four. Add 1/4 size next unit button. Now magically you can have
1) 3/4 sized end button or
2) 1/4 empty area as a safeguard for misclicks and 1/2 sized end turn button or
3) two 1/4 sized empty "button slots" and 1/4 end turn button
4) one 1/4 sized empty "button slot" and one safeguard and 1/4 end turn button
And best of all area hasn't changed a bit, and you still can use 'n' shortcut. Now everybody should be happy.
Lots of buttons takes up space... I prefer using hotkeys and having more space to get better overview.
[/quote]
Take that large area where is end turn button now. divide that area by four. Add 1/4 size next unit button. Now magically you can have
1) 3/4 sized end button or
2) 1/4 empty area as a safeguard for misclicks and 1/2 sized end turn button or
3) two 1/4 sized empty "button slots" and 1/4 end turn button
4) one 1/4 sized empty "button slot" and one safeguard and 1/4 end turn button
And best of all area hasn't changed a bit, and you still can use 'n' shortcut. Now everybody should be happy.
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It's a partial solution because it doesn't use the mouse. If you can do it with a keyboard command, you should be able to do it with the mouse, either with a menu item, a button, or both. Pretty standard interface stuff.miyo wrote:Could you define how pressing 'n' is partial solution. As I think pressing this next button would use the very same function and therefore behave the same.Lars wrote:Yes, N button is a partial solution, still next button would be good addition and I believe not hard to achieve.
See one of my threads on how to add to the CM. (Dave told me.

The Eponymous Archon
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More info displayed
There's a thread around here somewhere about displaying more info automatically, after battle, instead of requiring a mouse-over.
(I'd also like bigger images for battle, but that shouldn't be for 1.0.)
(I'd also like bigger images for battle, but that shouldn't be for 1.0.)
The Eponymous Archon
Did I say it should not be added?Anonymous wrote:I suggested minor change to UI and you didn't give any argument why it should not be added.
There is thread about Miyo, you can continue this topic in there.Anonymous wrote:I am sorry, but this is a bit rude.
This is not my project. Dave is the founder of Wesnoth and main coder.Anonymous wrote:I understand this is your project and you can do what ever you like
Where has it been said that it will not be implemented?Anonymous wrote:but at least you could give some reasons why you will not implement some function
All suggestions do not need and will not be added. We both have right to comment things as we see best.Anonymous wrote:WHEN topic is about suggestions what would like to be added to game.
If you can't accept losses then you should start the scenario from scratch, I think this is the recommended way in Wesnoth.Anonymous wrote:This isn't completely true. There are cases where losses can't be accepted. I give you a hint, the game ends when thes situations occurs. As you can see there are more uses to auto-save than crash recovery. I cannot see why this should not be implemented because it brings lots of playability. I give you an example. when playing TBS I usually change when I make strategic decision where I may want to revert later. sometime many turns can pass and then I suddenly die.miyo wrote: Auto-Save is there as crash saver, it is not there for you to change your luck or tactic. If you want to save at the beginning of your turn there is always ctrl-s. Losses should be expected and lived with, if you can't live with losses you had in scenario you should start the scenario from scratch.
As luck and random affects the game you usually can not play exactly the same as you did before.Anonymous wrote:I load the game I saved and play everything basically same way as earlier (wasted time).
You can save with ctrl-s, for now you have to manage your saves with file manager. Managing saves in save/load dialog will most likely be implemented sooner or later.Anonymous wrote:And ctrl+s isnt really option since there is no way to delete old saves (I like to keep dirs clean and small).
On defeat giving player [load] [restart scenario] [quit] would be nice.Anonymous wrote:when important character dies, there could be options like: 1 revert last saved position (not autosave) 2 restart scenario, 3 save replay.
As save/load is there to allow continuing game later I don't think load is needed under menu.Anonymous wrote:Another one is there could be also load in "Menu"-menu.
- Miyo
I concur. I have tried to make things easier with a couple of changes:Sithrandel wrote: Just being able to access a command is different from easy access. I personally feel that the contextual menu is now too short and could have one or two more command. Next / Previous Unit and Undo seem logical. Yes I know these can be added, but I think they could be there by default.
- added 'next unit', 'undo', and 'redo' to the context menu
- made it so menus will display the shortcut keys next to the menu items, so that users may pick up the hotkeys faster
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
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inappropriate CM items
Dave,
Is it possible to have more CM items disappear when they don't apply?
For example, recruit and recall are both there all the time, when obviously they can't be used when your leader isn't in the keep or you lack sufficient funds. (Recall gives you the insufficient-funds warning, but not recruit.)
Is it possible to have more CM items disappear when they don't apply?
For example, recruit and recall are both there all the time, when obviously they can't be used when your leader isn't in the keep or you lack sufficient funds. (Recall gives you the insufficient-funds warning, but not recruit.)
The Eponymous Archon
Re: inappropriate CM items
I don't like the idea of recruit and recall disappearing like this, as the user would have no way of knowing why they can't recruit or recall. This could end up being extremely confusing and frustrating for a new user IMO.Eponymous-Archon wrote: For example, recruit and recall are both there all the time, when obviously they can't be used when your leader isn't in the keep or you lack sufficient funds. (Recall gives you the insufficient-funds warning, but not recruit.)
Units that you can't afford in the recruit menu are displayed in red. You might still want to access the recruit menu even if you don't have enough money to afford any unit, so that you can see how much money you will have to save to recruit a certain unit.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming