> On 11.07.2005 15:49, Jens Granseuer wrote: > > > I gave it a try. The terrain is highlighted by overlaying the standard > > cursor and the "subwindows" are kind of connected. I used different font Andrej's design was a good start. IMHO, the subwindow isn't neccessary. You can add all information in the existing unit info dialog. Attached you will find the modified design. > * using the cursor image is probably not a good ide since it suggests > it's clickable in some way The cursor is still there, but should be replaced with a red dot. > * the connecting part looks a bit odd, but we may need a properly > gifted person to fix that ;-) There's no need to extend the dialog. Attack and defence modifiers are shown next to the attack strengths and defence value. The movement cost can be drawn in the terrain tiles for each terrain class. > * we don't need terrain names. They would just cause (unnecessary) > work for translators > > * it would be nice if we had icons instead of labels for the numbers > > * the "terrain panel" only contains the "major" terrain types. > What do we do if the unit is on different terrain? How many terrain types (classes) do exist? Do they differ in apperance or in attributes (movement cost) ? Right now, there is no Terrain info dialog. When you right-click a tile on the map, you cannot get any information. You have to move a unit on a tile to scout the area. Perhaps you could use the unit info dialog for that purpose. Unit title would become the terain name. Movement, attack, defence values would be schown as "-", modifiers are still displayed as "+/- x %". Finally the terrain class with the movement cost could be shown. All other terrain classes would be crossed out. > * one question this solution still doesn't answer is "Can this > unit walk on that hex?" unless the hex is one of the major types > or the unit is already standing on it. A simple way is to draw a red bar over the tile (=impassable). CU Marko
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