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New Resource Bar Widget

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Date Editor Before After
8/20/2014 3:36:00 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:33:50 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:32:24 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:30:09 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:29:34 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:25:56 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:24:28 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:22:36 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:19:47 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:18:40 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:15:54 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:15:27 PMGBrankTheEloIsALie before revert after revert
8/20/2014 3:02:16 PMGBrankTheEloIsALie before revert after revert
Before After
1 Well let me expand my idea a bit, now that I have time for that: 1 Well let me expand my idea a bit, now that I have time for that:
2 \n 2 \n
3 The basic version for new player should probably look something like this: 3 The basic version for new player should probably look something like this:
4 [IMG]http://i.imgur.com/ICaUPoZ.png[/IMG] 4 [IMG]http://i.imgur.com/ICaUPoZ.png[/IMG]
5 The bars could also be horizontal, doesn't make much difference. 5 The bars could also be horizontal, doesn't make much difference.
6 \n 6 \n
7 I think it clearly conveys the main messages you want to tell a newbie with regards to economy: Have more energy income than metal income. It would be debatable whether it should show buildpower, and also if energy costs (repair, radar etc.) should be subtracted from energy income for use in this display. 7 I think it clearly conveys the main messages you want to tell a newbie with regards to economy: Have more energy income than metal income. It would be debatable whether it should show buildpower, and also if energy costs (repair, radar etc.) should be subtracted from energy income for use in this display.
8 \n 8 \n
9 \n 9 \n
10 Now, for the advanced version (not meant for new players!): 10 Now, for the advanced version (not meant for new players!):
11 [IMG]http://i.imgur.com/raa4Bf6.png[/IMG] 11 [IMG]http://i.imgur.com/raa4Bf6.png[/IMG]
12 \n 12 \n
13 As in my previous post, we add an indicator for energy spent by stuff that doesn't also consume metal. Also, the amount of metal income used by buildpower (don't ask me what happens with silencer pure metal spending...) is indicated. 13 As in my previous post, we add an indicator for energy spent by stuff that doesn't also consume metal. Also, the amount of metal income used by buildpower (don't ask me what happens with silencer pure metal spending...) is indicated.
14 \n 14 \n
15 I flipped the bar sideways to remove the implicit priority that it conveys (whether your construction or your repair and radar are more important differs). This is of importance as you'll see in a second. 15 I flipped the bar sideways to remove the implicit priority that it conveys (whether your construction or your repair and radar are more important differs). This is of importance as you'll see in a second.
16 \n 16 \n
17 Now, that looks all fine and good, but what if you stall energy? Well, that's where this layout truly shines and can help you manage the situation way better than other available options. Take a look at this: 17 Now, that looks all fine and good, but what if you stall energy? Well, that's where this layout truly shines and can help you manage the situation way better than other available options. Take a look at this:
18 \n 18 \n
19 [IMG]http://i.imgur.com/PODs44y.png[/IMG] 19 [IMG]http://i.imgur.com/PODs44y.png[/IMG]
20 \n 20 \n
21 Without any clutter, you see: 21 Without any clutter, you see:
22 1. Energy used and required (in total) for reclaim, repair, cloak/radar (!) etc. 22 1. Energy used and required (in total) for reclaim, repair, cloak/radar (!) etc.
23 2. How much buildpower gets actually put into building stuff, how much build power you would put into building stuff if you had enough energy and also how much build power you'd need to put all your metal into building stuff. 23 2. How much buildpower gets actually put into building stuff, how much build power you would put into building stuff if you had enough energy and also how much build power you'd need to put all your metal into building stuff.
24 3. How much (additional) energy you need to stop stalling. 24 3. How much (additional) energy you need to stop stalling.
25 \n 25 \n
26 \n 26 \n
27 Yes, this also allows you to judge whether juggling priorities can fix things. 27 Yes, this also allows you to judge whether juggling priorities can fix things.
28 For example, setting the repairs of some units to high priority might result in this: 28 For example, setting the repairs of some units to high priority might result in this:
29 [IMG]http://i.imgur.com/qXNo6Aj.png[/IMG] 29 [IMG]http://i.imgur.com/qXNo6Aj.png[/IMG]
30 \n 30 \n
31 Or prioritizing your constructors that build energy could lead to this: 31 Or prioritizing your constructors that build energy could lead to this:
32 [IMG]http://i.imgur.com/tWs9b3x.png[/IMG] 32 [IMG]http://i.imgur.com/tWs9b3x.png[/IMG]
33 \n 33 \n
34 Note that the buildpowers displayed here are what your units/builders/factories are actually [i]trying to spend[/i], not the total buildpower you have around. I'm not sure how to display excess buildpower, but it could probably be treated the same way ( as in, something like [URL=http://imgur. com/gEVNi1R]this[/URL]) . 34 Note that the buildpowers displayed here are what your units/builders/factories are actually [i]trying to spend[/i], not the total buildpower you have around. I'm not sure how to display excess buildpower, but it could probably be treated the same way ( as in, something like [URL=http://imgur. com/gEVNi1R]this[/URL]) . Buildpower excess isn't too bad though, so I don't think it would warrant yet another "inner" bar. Well, maybe for the newbie widget that could be good, since it would show how you need equal amounts of energy, metal and buildpower ( for the most part) .
35 \n 35 \n
36 I haven't decided on which numbers to show (and where), some feedback would probably help here. 36 I haven't decided on which numbers to show (and where), some feedback would probably help here.
37 Storage values (and total available buildpower) should be displayed separately. 37 Storage values (and total available buildpower) should be displayed separately.
38 \n 38 \n
39 For really [s]crazy[/s] information hungry people, the inner bars could also be subdivided to show where your income is coming from or how your buildpower/other units spend it. That will be demonized as too cluttered by most players, I'm just mentioning it for completeness. 39 For really [s]crazy[/s] information hungry people, the inner bars could also be subdivided to show where your income is coming from or how your buildpower/other units spend it. That will be demonized as too cluttered by most players, I'm just mentioning it for completeness.
40 \n 40 \n
41 \n 41 \n
42 So, please tell me what you think! 42 So, please tell me what you think!
43 (Oh, and @Shadowfury333, if you disapprove of me hijacking your thread with these ideas, please notify me and I'll relocate to a new thread.) 43 (Oh, and @Shadowfury333, if you disapprove of me hijacking your thread with these ideas, please notify me and I'll relocate to a new thread.)