Closed totycro closed 12 years ago
Did you think its enough to know if you are able to build this building (having enough resources, without knowing everything in detail) or do you think the player want to know how much of ever resource it costs ?\r\nIf it enough to know, if it possible in general, we could a soothing like a green and red background to buildings in the buildmenu.
We could combine both, adding a hint when not buildable and showing building costs on icon hover.
The button Build settlement
in ship overview tab currently has this behavior.
Heya qubodup!\r\n\r\nThe button to found a new settlement indeed does this already.\r\n\r\nSadly, our build menu is in a horrible state code-wise and it is very hard to implement anything along these lines with the current version.\r\nA rewrite is planned which will then also feature what you proposed.
I would like to suggest that hovering over a building in the build menu should have the same menu as selecting it and hovering it over ground: show the resources needed at the top left.\r\n\r\nThis should be easier to implement than a new cost widget.\r\nThis would mean consistent cost information while building.\r\n\r\nI noticed that I often hover over buildings and look at the top left but it doesn't show.\r\n\r\nNote that this also needs to be done for building new 'ports' (the right name escapes me right now)
Still blocked by #794 which will happen .. somewhen.
Right now the build menu has no idea about players, settlements or even the session.\r\n\r\nWe need a mechanism to store the last player settlement selected / focused. Once that works, we can create and apply wdg/mouseEntered
and wdg/mouseExited
Callbacks highly similar to what we do for the button to build a warehouse in ship overview.
Replying to [comment:10 eoc]:\r\n> Right now the build menu has no idea about players, settlements or even the session.\r\n> \r\n> We need a mechanism to store the last player settlement selected / focused. Once that works, we can create and apply wdg/mouseEntered
and wdg/mouseExited
Callbacks highly similar to what we do for the button to build a warehouse in ship overview.\r\n\r\nThe settlement can be queried as now implemented in 7fd5e1f2ad7d3c56f3ab2d2c811fa450a5a5fcfa
Implemented cost-on-hover with\r\n5ab7534ae6b7615a6eff78c246b9d0ed61d6256b\r\nand disable-when-not-buildable with\r\n300e6a326aef487e439d548bf7f2e3439a8eba9b\r\n\r\nOne last suggestion that came up was to highlight the missing resource(s) in particular on the cost widget, but that can be created as own ticket.\r\n\r\nClosing this ticket, yay :-)
"There's no way to tell what the cost of a building is without trying to build it. You must select the desired building, point at a location where you can actually build it, and then you see the cost and if you have enough resources or not. This wouldn't be an issue in a turn-based game, but in a real-time strategy like UH it leads to small wastes of time, which could make a difference"
quoted from:
http://forum.unknown-horizons.org/viewtopic.php?f=7&t=446&sid=bd58e2737312f6ab51323096e131dbf1&p=1117#p1124
> Link to originally reported Trac ticket <