Topic: Reworking the economic options window
SirVer |
Posted at: 2010-07-16, 13:26
I agree here. I also prefer a seperate tab for conquered foreign buildings.
As far as I see it, the only thing that remains to be specified is the target quantities window. I am at a lost how this can be visualized nicely. I suggest adding a suggestion to this blueprint (Kristin, could you do this?). I would also suggest to drop the temporary target quantities entirely. I doubt they are useful (or is someone using these?). One more thing needs to be thought through: how to define the categories and the ordering of the wares inside their conf files? Are the categories hard coded into widelands or are they on a per tribe basis. As far as Kristin's suggestion goes, one could as well hard code them; we would then need a "category" and a "sorting_position" keyword inside all wares and workers conf files. Is there another/a better way? Cheers, !SirVer Edited: 2010-07-16, 13:27
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Kristin |
Posted at: 2010-07-16, 17:37
Listing all buildings or not:In the action box (when you click on the build help) definitively all buildings must be listed. I use this box to see which building I forgot (there's always one ) The discussion about leaving out the not captured buildings concerns the menu statistics --> building statistics. In my opinion, if there is already an extra tab in the building statistics (so: enough space) for foreign buildings, all (including the not (yet) captured) buildings should be listed. Economy options:Adjusting a target quantity for a ware is somehow the same as adjusting the "target quantity" (more, less, none) in a warehouse, just for the whole economy, isn't it? Or the other way round the warehouse adjustment is something like a local target quantity. The warehouse adjustment has influence on the transport and storing, while the economy options influences the productivity of different buildings. But both regulate a quantity of wares (either local or general). I see enough parallels too legitimate a similar design, but perhaps it seems confusing at the beginning. Anyway, in my opinion, there's no big con against maintaining the present menu for the economy window, and just correct the order of the wares into a thematical sorting. So also the two options "permanent" and "temporary" persist. By the way, do you know what temporary means? (in sec/ min) Greetings, Kristin Top Quote |
DJL |
Posted at: 2010-07-16, 18:27
@Nasenbaer I think you've said it exactly how I would like to see it Top Quote |
Kristin |
Posted at: 2010-07-16, 22:50
Perhaps there was a misunderstanding: warehouse adjustment and economy options are two different things and should both persist, I think we all agree on this. The second question is if we maintain the "temporary"option in the economy options. I don't use them, Sirver not either. Do you? If someone may tell me how to use them reasonably, I can perhaps enhance my playing Sirver told me another aspect of the economy options menu, perhaps it was already said in this or another thread: The economy options menu has to become much smaller, because (esp. in low resolutions) it takes too much place. So leaving the present design and just reassort the order of the wares doesn't work. I resume the different things we discuss (which I will add to the blueprint as soon as we agreed): Cheers, Kristin Top Quote |
DJL |
Posted at: 2010-07-16, 23:30
I have used the temporary option. When I know there is soon to be a sudden demand for some material e.g. coal which will not be long lasting. I have set the temporary value really high then let it slip back down to the permanent value. Top Quote |
Nasenbaer |
Posted at: 2010-07-17, 08:45
I see things different, as:
Further I like the idea of having a nearly empty list of "special buildings" at the beginning, so I can more easily see what kind of buildings I conquered (if all possible buildings are shown, it will take some time to filter all "0" buildings out). Top Quote |
SirVer |
Posted at: 2010-07-17, 10:22
DJL, do you have a proposition how the temporary quantity could be incorporated into the suggestion while a) making the economy options window smaller maybe the temporary could be packed into a new paradigm that is configured via an extra tab that could be named "remittance work" or something like that. One could queue there special 'orders' to produce so and so much of a special ware; this would internally translate to temporary target quantities but seems more intuitive to me. What do others think? !SirVer Edited: 2010-07-17, 10:22
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Kristin |
Posted at: 2010-07-17, 10:39
Nasenbaer wrote:
Oh, I didn't know that ALL buildings are shown. That's not logical, the buildings that are not in the game (=not possible to conquer) should not be shown. Sirver wrote:
It seems very complicated (to understand for players) to introduce a new tab for the temporary-option. In my opinion, temporary and permanent regulating should be shown together, if we maintain temporary (what seems preferable, if some players use it). Cheers, Top Quote |
DJL |
Posted at: 2010-07-19, 22:23
One option could be to show both numbers with a slash and hold e.g. ctrl to set the temp. quantity. I'm not sure there is enough room for this though?
While this is true I think we can safely say that a new player would not be using this option ;) The first time I opened the economy window I just closed it again - and I'd been playing widelands for some time by the time it appeared...
This sounds like a great idea but I think it may be making things unnecessarily complex. Before you know it you'll be writing scripts to automatically control stocks depending on what is going on. I don't think anyone wants to go down that path... Edited: 2010-07-20, 22:41
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Nasenbaer |
Posted at: 2010-07-31, 08:56
Perhaps we should merge the blueprint UsabilityWareSorting with your's Kristin? Cheers Top Quote |