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Buildings in progress

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pawel95

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Post 14 Oct 2012, 17:51

Re: Buildings in progress

This was my idea :P i loved this feature so much from THE SETTLERS.
I like the design from Krom,too.
This would fit perfectly to the Remake.

Maybe only the letters in "KAM yellow", if all recources of one type are already there, and if there are still recources to bring "White/Red"

Good job :wink:

pawel95
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Krom

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Post 14 Oct 2012, 18:15

Re: Buildings in progress

Thanks for feedback :)

@Pawel95: No need to add too many colors, whites are already quite informative )
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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krs

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Post 16 Oct 2012, 22:15

Re: Buildings in progress

Nicely done.
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Siegfried

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Post 18 Oct 2012, 14:02

Re: Buildings in progress

On a second look I agree with TDL, icons are a bit too big. Here's how it looks with 30px icons:
wip_house_icons30.jpg
P.S. Still it would be nice to find an application to these 200px icons ;)
I like this. The screenshot looks like there are 2 timber laying and 1 is atm on the way. Maybe it would be nicer to have a screen that says 2+1/5 for the timber, so you see which one have arrived already and are ready for use for laborers.
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Krom

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Post 18 Oct 2012, 14:23

Re: Buildings in progress

This is a common practice to show values as existing/total. 2 + 1/5 would be much more confusing.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Siegfried

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Post 18 Oct 2012, 14:36

Re: Buildings in progress

Let's take the most recent versions of the Settlers for an example: they showed the present items in a brighter color (or without an arrow overlay) than the transported ones. It's a matter of taste, I find it more important to know which materials are currently be processed.
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pawel95

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Post 18 Oct 2012, 14:54

Re: Buildings in progress

I think it is good, like it is now (on the last screen)

Because in some maps you build e.g. so much building and THAN the sawmill, but sometimes(in special maps) you havent enough wood than :D

And if you see, 5/5 timber are there(maybe still one is on the way,but this doesnt matter, ONLY when your serf would be killed :D ) and you can start build new houses and like Krom said 1/5+2 or sth like that would be too confuse.
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Siegfried

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Post 18 Oct 2012, 15:08

Re: Buildings in progress

Come on, it's a statistics with two numbers. Splitting one of the numbers is not confusing. You need just one sentence to explain that:
'the number behind the + is the resources that are currently transported'
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pawel95

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Post 18 Oct 2012, 15:19

Re: Buildings in progress

Yeah but new player will not read some sentences in the Manual or sth like that, they will wondering at least 5 hours(i know from new games) and than they understand it, or ask someone, or will search a description in the game/manual.

Like I said, for me is the other thing simpler and better, why you need this feature It doesnt matter really, if the timber is already there or in 2 seconds!?
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Shadaoe

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Post 19 Oct 2012, 13:57

Re: Buildings in progress

It'd be a nice thing to have a way to see the difference between the resources that are currently on the buildings and the ones on the way, I don't think that'd be confusing, if you find a good way to show it ;)
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Krom

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Post 19 Oct 2012, 14:58

Re: Buildings in progress

One question "why, what for?"
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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T*AnTi-V!RuZz

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Post 19 Oct 2012, 15:15

Re: Buildings in progress

One question "why, what for?"
That's two, actually :P
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Shadaoe

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Post 19 Oct 2012, 15:25

Re: Buildings in progress

Because it's useful to see that, in a big city, you won't see exactly if a serf is bringing planks/stones or not, and it's nice to know wether all is here or if there are resources on their way :p
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Siegfried

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Post 19 Oct 2012, 16:22

Re: Buildings in progress

@Krom:
I usually desire to see the statistics only when a house takes a long time to be built. And then it's pointless to watch the serfs carrying the next timber into the building or not. The currently delivering wares are of more interest for me than the stored ones.

I had a game yesterday where most of my woodcutters were destroyed and it took 45 minutes to finish the next one; in the meantime, more than 25 other buildings, even theose farer away were delivered, but not the so desperately needed woodcutter. I watched it and watched it and felt the need to know whether the next timber was delivered to the woodcutter. So I watched many serfs carrying timber, just to see that they walked past the woodcutter. The feature is very appreciated if it makes into the next rev.

Btw: if you find time, please do a quick debugging onto that game (download here because attachments in this forum are limited to 256kb only). I attached the replay. I was the red one, right side, second to the top. The woodcutter next to the coal inside my base was planned at 0:28 minutes into the game, but was not finished until 1:12. I am just interested why even the iron mines and smithies were delivered with timber even though they were planned much later than the woodcutter and were farer away both in direct distance as in road distance. The deliveries to the iron mine were between 0:59 and 1:02 and to the two to the iron smithy between 1:07 and 1:10. Why were they at higher priority?
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T*AnTi-V!RuZz

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Post 20 Oct 2012, 01:16

Re: Buildings in progress

(download here because attachments in this forum are limited to 256kb only).
My bad! Should be 2 MB now.

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