Topic: A couple of minor suggestions
einstein13 |
Posted at: 2018-09-18, 09:59
As I heard, the building icon below the mouse pointer was connected to Settlers 1 solution for no-mouse devices. The mechanic was good for that times and it was not needed never again. Also I think that most of the players are using names, statistics and building help icons enabled for most of the time. Adding 3rd option for build help seems to be the best one. It would add something new and good for Widelands! einstein13 |
GunChleoc |
Posted at: 2018-09-18, 10:10
No third option is needed - buildhelp off would be identical to "Show buildhelp icons in radius n" with the radius set to 0. Busy indexing nil values Top Quote |
dreieck |
Posted at: 2018-09-18, 11:31
I would like to see it also for enemy soldiers. You already see their training levels, so with knowledge about their meaning you could calculate how this soldier compares to yours. I would like to see this more quickly without needing to know numbers and calculate, even if the comparison is not very-exact. (empty signature.) Top Quote |
dreieck |
Posted at: 2018-09-18, 11:37
I disfavour b), because then a quick scan of a small area takes too long. I favour a). (empty signature.) Top Quote |
dreieck |
Posted at: 2018-09-18, 11:39
I noticed in the development build, the work area of buildings you click on is always disabled by default. I find this annoying, since I often click on buildings to see their working area to plan further building. I would like that the default for the next building you click on is the setting you had choosen lastly, i.e. if you clicked on a farm, switched on the work area showing, then you click on a lumberjack, it starts with work area showing on since it was last switched on. (empty signature.) Top Quote |
einstein13 |
Posted at: 2018-09-18, 14:45
There was a quick discussion a month or two ago about that and we chosen that we should disable area by default. Just because most of the clicks on buildings are upgrading buildings (mostly mines) and the area is almost always hidden by mouse click. I guess that there is an option for enabling working area (but I am not sure about that - just check on options menu). If you are playing for hours, time spent on planning and building is minor in comparison of upgrading mines (Empire & Barbarians). einstein13 |
king_of_nowhere |
Posted at: 2018-09-19, 18:52
My main reason for preferring atlanteans, incidentally But this makes me think of an old proposal that was never implemented: how about allowing autoupgrade of buildings? Make an option you can tick that once a mine is exhausted, it will automatically put out all the food (there are proposals for automatically unloading a building before it is upgraded or dismantled) and then upgrade the mine without bothering the player. Ideally, such an option could be chosen once a mine is first built, so one can launch a mine construction, tick the autoupgrade option, and forget about it. Top Quote |
GunChleoc |
Posted at: 2018-09-24, 12:37
We have had a few good old ideas being brought up by new members again - I think it would save us some time if you could try searching our bugs on Launchpad first to see if it has already been suggested Do keep those ideas coming though! Edited: 2018-09-24, 12:39
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