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Want more details about your potential attack outcomes?

Posted: Thu Jan 26, 2012 1:03 am
by robc04_1
One thing that frustrates me (a lot) about this game is the lack of transparancy about how things are calculated. So I started looking into the scripts and decided to create a tooltip that has the details of the calculation and thought I would put up a screenshot as an example of what can be done. There are a couple reasons I may not continue beyond this.
1- It would be slightly time consuming to do for all areas of the game.
2- It would be a big hassle to merge them back in every time there is a patch.

I'm curious though. How many people would like tooltips like this?
Is there any chance they could be incorporated into the base game?

What do you think?

I have a more detailed writeup of attacking a soft target works at, for those who are interested: http://oneguytoomanygames.blogspot.com/ ... ltips.html


Image

I added a tooltip

Posted: Thu Jan 26, 2012 3:30 am
by robc04_1
I added a tooltip to show the actual terrain cover values too. There are separate cover values depending if the occupying unit moved or not.

Image

Posted: Thu Jan 26, 2012 4:15 pm
by pipfromslitherine
Cool - having advanced tooltips would be pretty easy to do. The next update (well, probably not the next one, as that will probably be mainly for iPad compatibility) will have some additional interfacing to allow more options switches, and advanced tooltips could easily be one.

One thing to bear in mind is that altering the main game scripts will cause problems in multiplayer, so you will want to switch them back if you intend to go online.

Cheers

Pip

Posted: Thu Jan 26, 2012 5:04 pm
by robc04_1
pipfromslitherine wrote:Cool - having advanced tooltips would be pretty easy to do. The next update (well, probably not the next one, as that will probably be mainly for iPad compatibility) will have some additional interfacing to allow more options switches, and advanced tooltips could easily be one.

One thing to bear in mind is that altering the main game scripts will cause problems in multiplayer, so you will want to switch them back if you intend to go online.

Cheers

Pip
An advanced tooltip switch would be a great addition to the game.

Posted: Thu Jan 26, 2012 5:40 pm
by Merr
Hey Rob,

You might be able to make your own Advanced Tooltip without overriding the current tooltip. I haven't tried it yet but you might be interested in the concept.

Ok ... You know how to change the tooltip. Now, instead of replacing the code, add your code to that function and make a condition that calls your code when a certain key is pressed.

In the Battle/Scripts folder, you'll see a BSF called "Keys". You can create a new function, e.g. "function KEYBOARD_RobcTips".

By itself, adding key commands with a certain action brings wonders to "advanced" features.

- Merr

Posted: Thu Jan 26, 2012 5:58 pm
by robc04_1
Merr wrote:Hey Rob,

You might be able to make your own Advanced Tooltip without overriding the current tooltip. I haven't tried it yet but you might be interested in the concept.

Ok ... You know how to change the tooltip. Now, instead of replacing the code, add your code to that function and make a condition that calls your code when a certain key is pressed.

In the Battle/Scripts folder, you'll see a BSF called "Keys". You can create a new function, e.g. "function KEYBOARD_RobcTips".

By itself, adding key commands with a certain action brings wonders to "advanced" features.

- Merr
Ahh, I see. This may be a nice way to do it. I had stuck my unit details tooltip code in FUNCTION HELPER_TILE_TOOLTIP. But I think your way may be better. Thanks.

Edit: This only works when a unit is selected, so it wouldn't work for my unit info tooltip because I want to show the tooltip when you hover over any unit.