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Author Topic: Improving the unit description screen  (Read 812 times)

Escapism

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Improving the unit description screen
« on: October 14, 2012, 10:07:43 am »

First of all, it would be extremly convenient to have unit descriptions, inventories/equipment, general health and enabled labours in one place (Therapist breaks immersion by a ton). Secondly, it would also be very convenient if navigating between different units description screens were a lot smoother. Thus, I propose that:

1. When in the unit description screen, you can press right arrow to come to a combined labour enabling/experience page (possibly with some kind of search function, as there are quite a lot of skills as of now). A submenu (much like the one used in trading) could be used to distinguish between military/labours/misc skills. Before each skill, the experience is listed, with greying out (or green/red colour) showing which skills are enabled. Unenableable (is that a word?) skills such axedwarf are just white.

Eg:
Legendary Cheese maker
Dabbling Weaponsmith

Pressing right arrow again gets you to an inventory and equipment/health screen

2. Pressing up or down arrow when viewing units would get you to the description screen of the unit above or below your current unit in the unit list.

Thoughts? At least for me, who likes micro-managing the right dwarves to the right job, this would dramatically decrease the amount of button-pressing needed.
« Last Edit: October 14, 2012, 05:23:36 pm by Escapism »
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Revanchist

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Re: Improving the unit description screen
« Reply #1 on: October 14, 2012, 10:51:56 am »

Disable, I believe. Not unenableable.

I was going to request such a feature myself, as it seems like we'll only be getting more skills. A better skill browser would be desirable, to say the least.

EDIT: Fixed a typo.
« Last Edit: October 14, 2012, 10:53:42 am by Revanchist »
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Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope... Love is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose against statistically long odds."

People love a happy ending. So every episode, I will explain once again that I don't like people. And then Mal will shoot someone. Someone we like. And their puppy.

Escapism

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Re: Improving the unit description screen
« Reply #2 on: October 14, 2012, 11:20:44 am »

Disabled means that which isn't enabled (or something along those lines), so not quite. I think "untoggleable" makes for an at least more aesthetic choice.
« Last Edit: October 14, 2012, 11:24:20 am by Escapism »
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Revanchist

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Re: Improving the unit description screen
« Reply #3 on: October 14, 2012, 11:37:11 am »

Restricted, perhaps?
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Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope... Love is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose against statistically long odds."

People love a happy ending. So every episode, I will explain once again that I don't like people. And then Mal will shoot someone. Someone we like. And their puppy.

GreatWyrmGold

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Re: Improving the unit description screen
« Reply #4 on: October 14, 2012, 03:52:28 pm »

Unused?

Overall, makes sense for when Toady gets to interface improvements.
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Revanchist

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Re: Improving the unit description screen
« Reply #5 on: October 15, 2012, 06:57:06 pm »

I can hardly wait for those personally.
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Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope... Love is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose against statistically long odds."

People love a happy ending. So every episode, I will explain once again that I don't like people. And then Mal will shoot someone. Someone we like. And their puppy.