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IDProjectCategoryLast Update
0019635AI War 2GUIJun 29, 2018 1:22 pm
ReporterBadgerBadger Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.745 A Pivot And A Leap Forward 
Fixed in Version0.746 Disposing of the Invisible Man 
Summary0019635: "Planet under attack" notification strength values have the colours reveresed
DescriptionWhen one of my planets was under attack, the AI attacking strength was shown in the player colour, and vica versa. I don't have a picture unfortunately
TagsNo tags attached.

Relationships

related to 0019649 resolvedBadgerBadger Attaching PlannedWaves to specific factions is desirable. 

Activities

Chris_McElligottPark

Jun 29, 2018 11:26 am

administrator   ~0047636

I can't duplicate this. Are you positive that's what happened? It switches the order of the type that is shown so that the stronger value is on top.

Also... it shows purple for the AI no matter what, and yellow for you no matter what. Maybe that's confusing and should be based on the color of the "primary AI" and the color of the planet owner...?

BadgerBadger

Jun 29, 2018 11:34 am

manager   ~0047637

So what was happening was that my player colour is Purple. So when it showed the Attacking AI strength in Purple I got really confused.

I think that the "under attack" notifications should use the primary colour of the strongest attacker and player (since these notifications will also appear for "You are being attacked by other-minor-factions"; it would be confusing if the Marauders attacked but the notification shows the AI colour).

I like the Strongest-Value-On-Top, it means you can guess at a glance whether your defenses will hold.

BadgerBadger

Jun 29, 2018 11:45 am

manager   ~0047638

I have a similar complaint about the wormholes, actually. As you know, wormholes leading to an AI planet are always one colour, and wormholes leading to a player (or friendly) planet are another colour. What happens if the AI colour is the colour of wormholes to a friendly planet and the player colour is the colour of the wormholes leading to the AI? It will just be unintuitive.

Chris_McElligottPark

Jun 29, 2018 1:13 pm

administrator   ~0047641

Okay, now in:

* There is now a brighter version of the colors that always shows when the game is writing text using a team color. This keeps text actually legible, while still giving the general feel of the player color in question.

* Rather than showing the generic yellow strength color on the wave warnings, it now shows the color of the first AI faction in the game (waves are not attached to factions directly, apparently).
** Ditto the colors now used on the attacking-my-planets warnings, except in this case it uses the color of the first-found attacking faction. Before it was using yellow for players and purple for AIs, but now it uses the colors that are more specific.
** Same for the CPA notices now, actually -- instead of showing red text, it shows whatever the first AI color is, like the waves (by default this is actually red anyway). The actual icon portion is of course still red and white, since that's an icon.
** Same also for on the galaxy map when you're viewing colors of unit counts on planets. For the threat color, if there is a hostile count AND threat count (aka on enemy planets), it draws the border color instead of the center color.

* Fixed an issue with the text colors in the galaxy map over planets, as well as on the planet view over wormholes. They were being translated from gamma color space to linear color space incorrectly, and we're now using Color.linear to fix that manually on our end. Now the colors there match the colors on the UI parts of the interface.

BadgerBadger

Jun 29, 2018 1:14 pm

manager   ~0047642

Would you like a Wave to be attached to a Faction, so once we have multiple AIs you can tell which one the wave is from? It would not be hard.

Chris_McElligottPark

Jun 29, 2018 1:15 pm

administrator   ~0047643

Regarding the wormhole colors themselves, there's nothing I can do about those, though. Those take a lot of hand-tuning to get reasonable colors, as they are using cubemaps and procedural coloring based on some temperature calculations on a shader. The planet name text above these wormholes shows with the correct color of the owner on the other side, but for the wormholes themselves they show the status of waves coming, or who's on the other side, etc.

This is pretty similar to the first game, honestly, where wormholes were not colored to match anything in particular. Though I guess there it was always just green unless it was a wave coming through there. I can go back to that if the whole "allied versus enemy" thing is too confusing since that destroys the simple color pattern, but I can't go to a team-color-based approach.

Chris_McElligottPark

Jun 29, 2018 1:16 pm

administrator   ~0047644

Regarding waves being attached to factions, that would be great actually!

BadgerBadger

Jun 29, 2018 1:17 pm

manager   ~0047645

open a ticket and assign it to me

BadgerBadger

Jun 29, 2018 1:19 pm

manager   ~0047646

re: wormholes, I think as long as the wormhole name has the appropriate colour it will be okay

Chris_McElligottPark

Jun 29, 2018 1:22 pm

administrator   ~0047647

Sounds good -- I've put the ticket in place now, and linked it to this one. And I'm glad the wormholes thing won't be too big a deal, knock on wood.

Issue History

Date Modified Username Field Change
Jun 27, 2018 11:11 pm BadgerBadger New Issue
Jun 27, 2018 11:11 pm BadgerBadger Status new => assigned
Jun 27, 2018 11:11 pm BadgerBadger Assigned To => Chris_McElligottPark
Jun 29, 2018 11:26 am Chris_McElligottPark Status assigned => feedback
Jun 29, 2018 11:26 am Chris_McElligottPark Note Added: 0047636
Jun 29, 2018 11:34 am BadgerBadger Note Added: 0047637
Jun 29, 2018 11:34 am BadgerBadger Status feedback => assigned
Jun 29, 2018 11:45 am BadgerBadger Note Added: 0047638
Jun 29, 2018 1:13 pm Chris_McElligottPark Status assigned => resolved
Jun 29, 2018 1:13 pm Chris_McElligottPark Resolution open => fixed
Jun 29, 2018 1:13 pm Chris_McElligottPark Fixed in Version => 0.746 Disposing of the Invisible Man
Jun 29, 2018 1:13 pm Chris_McElligottPark Note Added: 0047641
Jun 29, 2018 1:14 pm BadgerBadger Note Added: 0047642
Jun 29, 2018 1:15 pm Chris_McElligottPark Note Added: 0047643
Jun 29, 2018 1:16 pm Chris_McElligottPark Note Added: 0047644
Jun 29, 2018 1:17 pm BadgerBadger Note Added: 0047645
Jun 29, 2018 1:19 pm BadgerBadger Note Added: 0047646
Jun 29, 2018 1:22 pm Chris_McElligottPark Relationship added related to 0019649
Jun 29, 2018 1:22 pm Chris_McElligottPark Note Added: 0047647