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Topic:   Overall Clash Interface Design Format for Better Printing
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted March 26, 2000 19:04   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
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What you say your use of sliders doesn't allow is exactly what we want to avoid in most circumstances. In the few that it might be helpful to have the preciscion, we can have a small box which shows the number value and the player can input what they desire (in additon to the scrolling bar). The reason the player should not have such presciosion control on most things is because we want to reduce micromanagment a whole lot and if a player knows they can micromanage to get extremly great results they often will (except for people who wish to not spend so much time).
LOGO
Chieftain
Honolulu, Hawaii, United States
Aug 1999
posted March 27, 2000 02:00   Click Here to See the Profile for LOGOClick Here to Email LOGO  send a private message to LOGO
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Just on the govenor thing, there's nothing there telling you how much each slider is doing. It's very confusing and it feals like rather then micro-management you'd get lack of managment. The person has to know what his controls are saying instead of guessing what they mean, I think when your looking at something like a govenor which it's actual existance is to prevent micromangement as acting as a second you making decisions most players would be okay with spending a little bit of time on one turn so they don't have to worry about the govenor and don't have to keep coming back the the same window tweaking a bunch of slidders (okay just a little bit less, no a little more) I'd like it if you could set a series wide goals for the govenor and rank them at importance, mostly long term (create a strong economy, increase research, build a strong protection against barbarians, build a fortification ove the boarder etc.) but some short term (train three armies and choose a good leader and put them in a TF and send them here and give them thease orders in X turns) I think these could be in an advanced menu or something but it would really be kind of nice, and let me say you'd by far be seting mostly long term goals. Just throughing out ideas, any thoughts?
Darren_McGuicken
Clash of Civilizations
Diplomacy Coding


Dec 1999
posted March 27, 2000 07:06   Click Here to See the Profile for Darren_McGuickenClick Here to Email Darren_McGuicken  send a private message to Darren_McGuicken
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I suppose this is a good time to show my face around these parts again Sorry for the prolonged silence.

Re: Sliders - I think LGJ just made the most important point, but as to their look & use, I wasn't planning on very-detailed 100+-value sliders in the game. That degree of fine control would be completely out of place taking into account the group's desire to move away from fine micro-management.

If we keep it down to 5-10 positions per slider, then it should be obvious how far along a particular scale a slider is focused. We can turn on tickmarks & interval marking to show some guidelines. I was also envisaging some kind of generic slider tooltip - a little pop-up showing either raw figures (yuck) or, more likely, something like 'strong' or 'weak' or whatever to show what the current setting means.

LOGO: hopefully that answers some of your points on the governor sliders? Your later points on how sliders should work look spot on to me! There was a little bit of discussion on this a while ago, but it's entirely possible there should be more...

LOGO
Chieftain
Honolulu, Hawaii, United States
Aug 1999
posted March 28, 2000 03:24   Click Here to See the Profile for LOGOClick Here to Email LOGO  send a private message to LOGO
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Okay, I think words on the side that say "strong" or "weak" would be finel Just one last little thing, maybe we could have little buttons on the either side of the slider for people who have mouses that aren't conducive to draging and droping. A minor point but might make things a little easier.

How would a govenor balance a high empire rating with a high peace rating? Come to think of it how would the "peace" rating effect other things like "explore" and "economy"? When such things may make the civs angry at you in the game. Another basic question about "peace" is what effect would a single province have on the entire civ's foreing policy with this bar? I'm actualy having trouble understanding what this bar represents, a govenor of a provinces foreign policy? As the person or the province itself?
Why does a province need a foreing policy?

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