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Topic: improve area conflicts visu

freem
Joined: 2012-07-03, 08:25
Posts: 32
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Pry about Widelands
Posted at: 2019-04-25, 15:35

Hello. Allow me to suggest adding a shortcut, or whatever, to allow the player to see where a building may have conflicting areas.

For example, let's say I've 2 farms, and a "forester" (not sure about the original word, the guy which plant new trees...), a way to see the whole occupied area for their activity, without selecting all near buildings related to that activity, and for each click the "show area" button would be great.

Of course, this would not be for current frozen version.


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stonerl
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Joined: 2018-07-30, 00:03
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Posted at: 2019-04-25, 16:01

Ranger is the word you're looking for. face-smile.png

TBH I don't see any real advantage in having such a button/shortcut. When you place a new building it shows the working area of this very building. If you place a ranger next to your 2 farms you see his working area and therefore whether he's conflicting with the farms or not. I never ran into this problem...

Edited: 2019-04-25, 16:09
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freem
Joined: 2012-07-03, 08:25
Posts: 32
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Pry about Widelands
Posted at: 2019-04-25, 16:28

ranger, for me, is like an explorer, but, well, my english is mostly based on what I can guess.

You say my idea is useless, and, maybe it is. Or, maybe I was not clear enough, wich is my hope.

When you place a new building it shows the working area of this very building.

Yes, but it does not shows the area where it might conflicts? If there is only one farm, you can work around, but what if there are ten?


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hessenfarmer
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Joined: 2014-12-11, 23:16
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Location: Bavaria
Posted at: 2019-04-25, 16:34

I think a change to the display of workareas and their overlaps was merged some hours ago in trunk.
However I think this still needs selecting the buildings of interest.


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freem
Joined: 2012-07-03, 08:25
Posts: 32
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Pry about Widelands
Posted at: 2019-04-25, 16:38

Well, if you are true, I can't judge, I'm using the RC1 version. Tanks for your work.


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GunChleoc
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Joined: 2013-10-07, 15:56
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Location: RenderedRect
Posted at: 2019-04-25, 18:48

Yes, it still needs the selection of other buildings. The change that was merged was an improvement for the visuals that it didn't change any mechanics.

Ii you build the farm first and wait a while, you can see the farm's work area from the growing fields. It's not so easy the other way around though, so the idea has merit.

Would we want this when placing a construction site only?

Edited: 2019-04-25, 18:49

Busy indexing nil values

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Nordfriese
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Joined: 2017-01-17, 18:07
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Posted at: 2019-04-25, 21:05

When placing a constructionsite that has a workarea, it would be very helpful if all intersecting workareas of existing buildings would be highlighted automatically. With the new workarea design this would be better to see than with the old node overlays. +1 from me face-smile.png


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stonerl
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Joined: 2018-07-30, 00:03
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Posted at: 2019-04-25, 22:06

freem wrote:

You say my idea is useless, and, maybe it is.

No not at all. It's just that I never ran into this issue and I don't see the necessity for it. But if others are in favour for such a feature so may it be. I'm not against it all, if it does help players and is optional , I'm totally fine with it.


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GunChleoc
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Joined: 2013-10-07, 15:56
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Posted at: 2019-04-25, 22:59

I think coloring it red where there is overlap would be sufficient. Then it wouldn't even need to be optional, because it doesn't get in the way for those who don't care.


Busy indexing nil values

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hessenfarmer
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Joined: 2014-12-11, 23:16
Posts: 567
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Location: Bavaria
Posted at: 2019-04-25, 23:33

+1 from me for showing the overlapping sections in red in the workarea of the constructionsite.


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