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Re: Shop UI (was: system logic fault (moving units into a building))



On Sunday 03 April 2005 03:36 am, Jens Granseuer wrote:
> > > Also, the way selected units are currently displayed is, er,
> > > suboptimal and preliminary. If anyone has a good idea what to do
> > > instead of just painting a dark box on top of them I'd like to
> > > hear it because I am suffering from artistic constipation right
> > > now. 8)
> >
> > Maybe add a green light to them, same way as red is added when transport
> > is full? And I'd appreciate if unit selection would be before movement
> > and/or cancel button.
>
> I just _knew_ someone was going to say that ;-).
>
> I thought about it long and hard, couldn't decide, and chose the way
> that was esier to implement. There are reasons for doing it before and
> after the move. Logically, the loading process should be before the move.
> However, after you have selected the transport it's still possible to
> abort movement, or you may realize you can't actually move the transport
> where you wanted to go and you lose the loading changes again.
>
> What do you need the cancel button for?
>
> I'd like to get some more opinions: Loading units before or after
> choosing the destination for the transport?

Seems like loading units should happen before choosing the destination for the 
transport internally, but in the UI it should happen after.  :)  So, I'll 
select my transport, select where he's going to move, and get confronted with 
the dialog that says "Who do you want to take with you?".  I pick who, click 
"Ok" or whatever, and then the transport moves.

It's subtle, but what i'm wanting is to be able to click "Cancel" and have the 
transport stay in the building without moving and without losing his turn, 
even though I've already picked where he's going.  I seem to remember a civ 
game playing like this, but I could just be smoking crack.  I've played 
*some* game that played like this, though.

Dave

> Jens

-- 
Pauca sed matura.
	[Few but excellent.]
		-- Gauss