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Indicator to show if a tc isn't producing ... - IMPLEMENTED

Posted: Thu Dec 04, 2014 5:30 pm
by ollie444
I think it'd be a good idea to have some kind of indicator to show if a building isn't creating anything. Because during when I play I sometimes have to check all my structures so I don't waste turns. The indicator could be like a small exclamation mark.

Re: Indicator to show if a tc isn't producing anything

Posted: Thu Dec 04, 2014 5:33 pm
by patroid
Hi
You be right its needed.

I think yust the grey color like the
Stand ground units...

Patroid

Re: Indicator to show if a tc isn't producing anything

Posted: Thu Dec 04, 2014 6:49 pm
by Stratego (dev)
that is not so good, because any building can have action too (like the castle)
so we should figure out something else.

Re: Indicator to show if a tc isn't producing anything

Posted: Sat Dec 06, 2014 10:14 am
by ollie444
Here are some possibilities:

Colour tint. Eg red
Symbol eg "!"
Change in the units appearance (like when the windows light up)
Button/toolbar telling you how many buildings are unproductive.
When you press end turn it gives warning, and if you accept it zooms to the structure in question
A default unit to produce.


We could have a little vote here, if you want.
Reply your favourite, a mix or your own idea.

Re: Indicator to show if a tc isn't producing anything

Posted: Mon Dec 22, 2014 6:24 pm
by Nykidxxx
Hmm a default unit would only be a bandaid on a lost turn, and even an indicator, while it can help, doesn't solve some wasted time on the players end. At the end of every turn or every other turn, I would scroll through the map and check every single tc to see what was built and how long I have left so I can plan accordingly. Sometimes my finished transports at the corner of a huge map sit there for a turn or two unnoticed while I attended the other 15 tcs and 18 production buildings (ex. the map for fire war campaign >.<)

I'd say the best would be the toolbar idea. A general stats overview popup page showing all the buildings productions, we can scroll it so it works on the bigger maps as well. And a click to center on tc button as well. An even awesomer thing to have is to be able to change production via this popup! (Cherry on top of course)

Re: Indicator to show if a tc isn't producing anything

Posted: Sun Dec 28, 2014 6:41 pm
by ollie444
Ah yes, a pop-up page with a list of what your tcs are producing, so you can just observe - that would save a lot of time, plus it would stop you making mistakes. If it could show the units it withholds, that'd be good. One time I forgot about a distant tc that was producing ornithopters. When I finally noticed it, I had a mini army of 3 ornithopters!
I wasn't complaining though :D. I think ornithopters are better in numbers.

Re: Indicator to show if a tc isn't producing anything

Posted: Thu Jan 01, 2015 8:52 pm
by Stratego (dev)
there is a version up on server, try it.
the icon is a a little harsh, here it is if anyone can make it better:
(but dont forget i had to use 2 colors (green and red) because a simple red image is not visible for a the red team, and a simple green would be not visible for the green team.)

Re: Indicator to show if a tc isn't producing ... - IMPLEMEN

Posted: Thu Jan 08, 2015 5:23 am
by Stratego (dev)
any thoughts on this indicator?

Re: Indicator to show if a tc isn't producing ... - IMPLEMEN

Posted: Tue Jan 20, 2015 6:44 pm
by patroid
Hi
First i thought why not white,
But now i think its ok.

Patroid

Re: Indicator to show if a tc isn't producing ... - IMPLEMEN

Posted: Fri Jan 30, 2015 11:13 pm
by max-damage
The indicator looks great, but it's only appearing when you initially acquire a factory building or a research is completed...i.e., it doesn't appear if a barracks/TC/archery range, etc., isn't producing because of filled capacity...is that intentional?

Re: Indicator to show if a tc isn't producing ... - IMPLEMEN

Posted: Fri Jan 30, 2015 11:14 pm
by Stratego (dev)
exactly.
should it indicate that too?

Re: Indicator to show if a tc isn't producing ... - IMPLEMEN

Posted: Fri Jan 30, 2015 11:16 pm
by max-damage
Daniel (the dev) wrote:exactly.
should it indicate that too?
It would help a lot if it did....a lot of times I'll leave a unit or two inside a garrisonable structure to defend it and forget to check it for awhile, meanwhile it produces a bunch of units, fills up and stops producing...