excellent, you are an artist.
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DESIGN: Graphics/Interface Requests Thread
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Originally posted by Maquiladora View PostWhat about these? If no one objects then I'll submit them.
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Originally posted by Ekmek View Postthats nice to ask. usually you have to submit to get any response and then people complain.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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I'm chopping up the interface again, this time the empire manager. All I've done so far is make it bigger, so there is a lot of room to fill. I enlarged the 3 resource columns, but the columns don't have to be that wide, although they will need to be longer to fit in more resource details.
What we do need in the empire manager first is accurate numbers. The most inaccurate are the commerce numbers. It appears that in the game crime is first deducted from commerce, then again from gold savings. The crime figure in the empire manager is the gold savings crime only. This is why you don't see a 50/50 split between science and gold savings with a 50% tax. IMO crime should be deducted once from commerce and that's it, and that's what should be shown in the empire manager. What do you think?
Some quick ideas for additional figures:
Food column: slaves
Production column: franchise gain and loss
Commerce column: conversion gain and loss, trade route gold, pirated gold?, slave wages, gold unit support (if the rule is enabled), same for city gold support
In all these columns we could break down the numbers even more, showing perhaps what your wonders and feats are adding.
On the government comparison tab I think we could add at least 9 or 10 new comparison rows, or we can fill that space with a government description and picture from the GL or whatever.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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The food parts we already have. The workday and government bonuses are good calls, I'll try to put those in along with franchise and conversion losses.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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There are a few other ones too like, wonders, specialists, all the modifiers that E added (city style bonus, civ bonus, good bonus etc), feats, and maybe others. Might not have enough room in the commerce column, so I'll just go will the more important ones for now.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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?Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
Comment
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Add percentages to what?
So far it looks like this:
Code:[b]FOOD[/b] Terrain: 100 Buildings: 10 --- Gov Bonus: 55 Total Collected: 165 --- Crime: [COLOR="Red"]25[/COLOR] Consumed: [COLOR="Red"]72[/COLOR] --- Stored: 68
In this example gov bonus is from Ecotopia, which is 150% food collected.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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I could add it next to the gov bonus like:
Code:[b]FOOD[/b] Terrain: 100 Buildings: 10 --- Gov Bonus: 55 (50%) Total Collected: 165 --- Crime: [COLOR="Red"]25[/COLOR] Consumed: [COLOR="Red"]72[/COLOR] --- Stored: 68
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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