Back To Strategy & Tactics   |   Return To Forums
Forum : Strategy & Tactics
<<   1 2 3 4   >>
AuthorTopic : Technology Tree
logickal
Joined 26/12/2002
Posts : 65

Posted : Monday, 6 January 2003 - 16:15

Ok, massive changes to it now...

Current version: logickal.net/wol
Older version: logickal.net/index1.html
Oldest version: logickal.net/index2.html

Let's see if you can notice any differences.

I wanted a way to clean up the page a lot, but didn't see how... until I read iOwn4NL's suggestion of removing the descriptions. Don't worry, they're not gone! Just load it and see.

The file size did increase some due to a lot more text being in the body of the document, but I felt it was worth it due to the faster loading time and increased readability.

Keep the suggestions coming!!

ayder
Joined 29/12/2002
Posts : 97

Posted : Monday, 6 January 2003 - 16:27

...wow. gr8 improvements, you just get better and better everytime..we need to give him something for his work!

tarim Gold Member
Joined 18/10/2002
Posts : 2372

Posted : Monday, 6 January 2003 - 16:31

Nice.Couple of suggestions tho;the tree should be able to get rid of some of the 'prerequisite' column by placing castle and relevant techs above barracks.Maybe place comms below swordsmen and allocate them the 5 resource buildings.This would cause the archers to be relocated as they are not a starting unit.

logickal
Joined 26/12/2002
Posts : 65

Posted : Monday, 6 January 2003 - 16:45

Thanks Tarim, great suggestion.

I moved the relevant techs above the barracks, like you suggested. I'm not getting the "comms below swordsmen and allocated them the 5 resource buildings" however... Can you elaborate a bit more?

ayder
Joined 29/12/2002
Posts : 97

Posted : Monday, 6 January 2003 - 16:54

i just noticed something, why is the tree in a tactic forum?

chinalake Gold Member
Joined 14/09/2002
Posts : 271

Posted : Monday, 6 January 2003 - 18:27

Yes, that is pretty slick. Now I think we should see how if it also works. So I want to bild a tower, what do I need to build a tower? Hmmm, I think that I need more than a blacksmith and tower tech, don't I? But it looks to me, looking at the tree, thats what it takes. I don't know, anyone else? Oh, and don't towers give a range bonus of 3? Description might be wrong?

Keep in mind logickal that we are only trying to make it better. Your doing nice work that will benefit us all!

tarim Gold Member
Joined 18/10/2002
Posts : 2372

Posted : Monday, 6 January 2003 - 19:58

Log,i'm suggesting changing the order of the starting troops with comms at the bottom.Then assign the comms the pink resource buildings(seeing as you only NEED comms to take them over)and the corresponding resource building upgrades.The changing order thing simply allows the four troop types to still be adjacent to each other.
After all you cant get the buildings or the upgrades without comms.




CTDXXX Silver Member
Joined 19/11/2001
Posts : 5519

Posted : Monday, 6 January 2003 - 21:30

Now he's got the room, I can only wonder what we're going to see next...!

logickal
Joined 26/12/2002
Posts : 65

Posted : Tuesday, 7 January 2003 - 11:18

Ayder, it's in the tactic forum because I thought it was the best place for it. A tech tree is pivotal in tactics, IMHO...

Besides, I couldn't think of anywhere better for it... Should it be moved?

I haven't posted a new version yet, but here's what I'm working on right now.

-Tarim: Now that I understand it, great suggestion!
-Lots more arrows and pointy things! Trying to clarify the chain as much as possible.
-Formatting the tree according to prerequesites. That means that you'll see Blacksmith show up a LOT, instead of just once. I'm attempting to get it to where you can just follow the tree from root to leaf (end to end) and see all the relevant techs without searching around for any prereqs. It's been bothering me that once I find something I want to build, I have to jump around the prereqs to find the rest of it.

I may have a version posted later today, depending on how work is going.

Last Edited : Tuesday, 7 January 2003 - 14:05

logickal
Joined 26/12/2002
Posts : 65

Posted : Tuesday, 7 January 2003 - 16:18

Ok, new version up.

I've also changed the location of the older versions as I was going to run into the problem of overwriting files.

Current: logickal.net/wol

Old versions:
logickal.net/wol/old/
logickal.net/wol/old/index1.html
logickal.net/wol/old/index2.html

I finished everything I was working on in the last post. Thanks for the suggestions and keep them coming! The more suggestions are made, the more useful this thing will be.

Last Edited : Tuesday, 7 January 2003 - 16:51

CTDXXX Silver Member
Joined 19/11/2001
Posts : 5519

Posted : Tuesday, 7 January 2003 - 17:14

Now the two-part arrows I like...this is specifically the sort of thing the current tech list lacks. If this can somehow be refined a little more, it'll likely be the biggest improvement you can make both over the manual tech tree and this one.

OzKev
Joined 23/01/2002
Posts : 105

Posted : Wednesday, 8 January 2003 - 01:28

The only problem I've found so far is that drawbridges is in the wrong spot. It needs the required tech of castle walls and building of military academy.

logickal
Joined 26/12/2002
Posts : 65

Posted : Wednesday, 8 January 2003 - 08:51

Thanks OzKev. Those are the kinds of things I need to know about so I can fix them.

CTDXXX, I'm going to work on the arrows some more today and see if I can come up with something that works a bit better... we'll see.

iOwn4NL
Joined 13/09/2002
Posts : 112

Posted : Wednesday, 8 January 2003 - 10:37

If you put the size of the lettertype a little down so it`s easyier to see and the description dont have scroll bar.

My resolution is 1024x768

tarim Gold Member
Joined 18/10/2002
Posts : 2372

Posted : Wednesday, 8 January 2003 - 10:52

Aye,the tiny scroll bar is a bit fiddly iO,also it's hard to run the cursor down to description without opening something else.Maybe have the descriptions to side rather than below?

Klavert500
Joined 3/10/2001
Posts : 497

Posted : Wednesday, 8 January 2003 - 13:19

Dunno if it is already said, didn't see it,
but the discription of the taxes tech states that you get +1 income each turn. I think that is just a little bit too little. Well, it states the idea. Gotta leave now, so can't tell everything big.

logickal
Joined 26/12/2002
Posts : 65

Posted : Wednesday, 8 January 2003 - 13:59

CTDXXX and others: I'm trying to figure out a better way to do the double arrows, but all the things I've tried so far make it look worse, not better. If you can kind of narrow down what irks you about it, that'd help me out a lot.

Tarim/iOwn4NL: I moved the frames about a bit. See if you like it more now. I agree, it was kinda funky.

Klavert500: Thanks, I didn't see that. Taxes are now "+1000 gold per turn". It'd suck to have to wait 4,000 turns to get any kind of money back from the investment.

Klavert500
Joined 3/10/2001
Posts : 497

Posted : Wednesday, 8 January 2003 - 14:47

Hmm, it would make it easier to people who have sworn against any techs. Just don't know who that would do.

iOwn4NL
Joined 13/09/2002
Posts : 112

Posted : Wednesday, 8 January 2003 - 15:59

I see the tech Taxes many times while you have it only ones and you can chose him if you have a castle.

EDIT: Oh I see you also need Taxes for those upgrades I forgot that

Last Edited : Wednesday, 8 January 2003 - 16:01

logickal
Joined 26/12/2002
Posts : 65

Posted : Monday, 13 January 2003 - 09:36

I updated the tree a few days ago, but forgot to post it... I added in the military descriptions, damage tables, costs, and special abilities.

I also added graphics for a lot of other stuff, just take a look and see.

You may have to force a reload on the description pane to see the new graphics.

hmm... double arrows... I still can't think of a better way to do it, but I haven't dropped it yet.

Any other suggestions?

<<   1 2 3 4   >>
Back To Strategy & Tactics   |   Return To Forums