Author Topic: [done] Lack of food alert  (Read 7128 times)

Ishmaru

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[done] Lack of food alert
« on: 27 February 2011, 20:29:45 »
I'm proposing to add some sort of notification system to warn a player that his he is not producing as much consumables as he requires. Essentially i want some sort of notice preferably text stating when his food production goes negative.      Currently the only notifications are the death sounds of units taking "starve" damage. Well personally i don't notice this during combat as i hare plenty of units dying in massive battles so i over look this. And even so this is already to late. As i may have lost units before I noticed. Would this be a problem??
« Last Edit: 23 October 2011, 15:31:15 by tomreyn »
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ultifd

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Re: Visiual notification of low "food"
« Reply #1 on: 27 February 2011, 22:37:46 »
This is an occasional problem, but I think people should just always try to remember to produce food...

Omega

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Re: Visiual notification of low "food"
« Reply #2 on: 28 February 2011, 02:34:34 »
Perhaps by having a glowing highlight over the resource in the HUD at the top of the screen?
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ultifd

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Re: Visiual notification of low "food"
« Reply #3 on: 28 February 2011, 03:45:55 »
No, I think if something was to be implemented; it would be a sound of some sort...mostly because I think people still wouldn't notice that they forgot to produce food.

Omega

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Re: Visiual notification of low "food"
« Reply #4 on: 28 February 2011, 18:50:29 »
No, I think if something was to be implemented; it would be a sound of some sort...mostly because I think people still wouldn't notice that they forgot to produce food.
Both, perhaps? That way we can see what resource it is if there is multiple low resources.
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ultifd

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Re: Visiual notification of low "food"
« Reply #5 on: 28 February 2011, 22:51:43 »
No, I think if something was to be implemented; it would be a sound of some sort...mostly because I think people still wouldn't notice that they forgot to produce food.
Both, perhaps? That way we can see what resource it is if there is multiple low resources.
Well, I'm not sure. Another problem is that in the beginning of factions that requires food, sometimes before you build a farm or something you would spend your time on your other stuff...that time there would be no need to notify anyone.

Omega

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Re: Visiual notification of low "food"
« Reply #6 on: 28 February 2011, 23:10:52 »
No, I think if something was to be implemented; it would be a sound of some sort...mostly because I think people still wouldn't notice that they forgot to produce food.
Both, perhaps? That way we can see what resource it is if there is multiple low resources.
Well, I'm not sure. Another problem is that in the beginning of factions that requires food, sometimes before you build a farm or something you would spend your time on your other stuff...that time there would be no need to notify anyone.
Perhaps the first "x" minutes of the game would not use the alert? Of course, if ever implimented, the entire feature should have an INI setting to choose whether the player wants it or not.
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ElimiNator

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Re: Visiual notification of low "food"
« Reply #7 on: 1 March 2011, 05:50:33 »
No, don't make this game play its self! You will eliminate strategy!
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Re: Visiual notification of low "food"
« Reply #8 on: 1 March 2011, 05:53:30 »
No, don't make this game play its self! You will eliminate strategy!
How does this have any relevance to this topic?  I suppose you don't like attack notifications either. ::)

ultifd

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Re: Visiual notification of low "food"
« Reply #9 on: 1 March 2011, 06:21:58 »
OK, OK...whatever, people can have their own opinions.  :angel:

Ishmaru

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Re: Visiual notification of low "food"
« Reply #10 on: 1 March 2011, 06:54:48 »
Im thinking more for when the production of consumables are negative. Meaning you are losing resources. I don't think you would need any added timer code. No faction should be starting with negative consumables, and even if they did it would still be a helpful reminder to get some going. If the player wants to ignore it (strategy, other reason)  then they can. I was thinking of either a console notification, similar to the not enough resources messages, that would appear in timed intervals (maybe every resource cycle)  as long as the production is in the negatives. or perhaps a notification that would stay on untill the number turns positive. Or even something simple, when production turns negative the number changes color to red. so it would be more noticeable. An audio notification wouldn't be enough
That way we can see what resource it is if there is multiple low resources.
agreed.
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Re: Visiual notification of low "food"
« Reply #11 on: 1 March 2011, 13:44:28 »
I will try somehting today to highlight it. I think of an image which is rendered in the background of a "critical" ressource.
BUT what is critical? For example regarding food  is 190/200(-5) really critical at the moment? I think not, so should it been marked?

Thats the biggest problem i see with this.
Maybe 1/4 of total storage and negative consume? Or just warn when you are running out of food?
Or if you will reach 0 ressources within the next 3(or better5?) resource calculation cycles?
« Last Edit: 1 March 2011, 13:50:06 by titi »
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will

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Re: Visiual notification of low "food"
« Reply #12 on: 1 March 2011, 13:51:37 »
Or if you will reach 0 ressources within the next 3(or better5?) resource calculation cycles?

+1

Ishmaru

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Re: Visiual notification of low "food"
« Reply #13 on: 1 March 2011, 16:12:30 »
Or if you will reach 0 ressources within the next 3(or better5?) resource calculation cycles?

 :thumbup:+1

Sounds good to me!
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Re: Visiual notification of low "food"
« Reply #14 on: 1 March 2011, 18:17:48 »
No, don't make this game play its self! You will eliminate strategy!

My quoted reply:
Of course, if ever implimented, the entire feature should have an INI setting to choose whether the player wants it or not.



I like this idea the best:
Or if you will reach 0 ressources within the next 3(or better5?) resource calculation cycles?
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Zoythrus

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Re: Visiual notification of low "food"
« Reply #15 on: 1 March 2011, 20:14:12 »
I like this idea the best:
Or if you will reach 0 resources within the next 3(or better5?) resource calculation cycles?
i was just about to give this idea.....

oh yeah, +1 :thumbup:

ultifd

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Re: Visiual notification of low "food"
« Reply #16 on: 1 March 2011, 22:54:06 »
Quote
Or if you will reach 0 ressources within the next 3(or better5?) resource calculation cycles?
Sounds good. 4,5, or 6 would be best; I think.  :thumbup:

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Re: Visiual notification of low "food"
« Reply #17 on: 2 March 2011, 00:07:17 »
I'd like to see this implemented, too. :)
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Re: Visiual notification of low "food"
« Reply #18 on: 2 March 2011, 01:19:35 »
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Re: Visiual notification of low "food"
« Reply #19 on: 2 March 2011, 01:33:06 »
I will try somehting today to highlight it. I think of an image which is rendered in the background of a "critical" ressource.
BUT what is critical? For example regarding food  is 190/200(-5) really critical at the moment? I think not, so should it been marked?

Thats the biggest problem i see with this.
Maybe 1/4 of total storage and negative consume? Or just warn when you are running out of food?
Or if you will reach 0 ressources within the next 3(or better5?) resource calculation cycles?

Either of these sound good... in principle.

However, please don't hard code any numbers.

First one becomes,
Triggered when the player goes below X% of total storage and net production is less than Y.

Second,
If you will go below X resources within the next Y intervals.

These numbers should be set per consumable resource, per faction, in the faction xml.

While Zoythrus has given a '+1' already, I think he failed to consider his own mod! In which a warning hard-coded as originally suggested would be utterly useless for the Crincillin.
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Omega

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Re: Visiual notification of low "food"
« Reply #20 on: 2 March 2011, 01:41:23 »
I agree with Silnarm. Let the modder specify the numbers.
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Re: Visiual notification of low "food"
« Reply #21 on: 2 March 2011, 02:08:26 »
Ah, true. Although for Constellus it wouldn't really matter till after half a year or so. ;)

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Re: Visiual notification of low "food"
« Reply #22 on: 2 March 2011, 02:37:29 »
While Zoythrus has given a '+1' already, I think he failed to consider his own mod! In which a warning hard-coded as originally suggested would be utterly useless for the Crincillin.


actually, im not too sure what your reasoning is, but i would think that being told if you're going to run out of energy would be a good thing (i mean, if you dont have any, all of your units will die.....)

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Re: Visiual notification of low "food"
« Reply #23 on: 2 March 2011, 02:49:36 »
While Zoythrus has given a '+1' already, I think he failed to consider his own mod! In which a warning hard-coded as originally suggested would be utterly useless for the Crincillin.


actually, im not too sure what your reasoning is, but i would think that being told if you're going to run out of energy would be a good thing (i mean, if you dont have any, all of your units will die.....)

Code: [Select]
<interval value="5"/>
If the warning comes 5 intervals out, that gives you 25 seconds (at normal game speed) to do something about it... and you'll lose units anyway.
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Zoythrus

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Re: Visiual notification of low "food"
« Reply #24 on: 2 March 2011, 02:53:11 »
if it's the modder's choice, i'd give people 30 seconds or so to save their troops. 30 seconds is plenty of time to build a quantum reactor.

 

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