Solution for research queue
Re: Solution for research queue
pursueResearch() just tells you what is next to research for a given target, not the full list of things that are needed IIRC.
findResearch() gives you a full list of what's needed to get from where you currently are to a specific tech, but it won't be around until Warzone 3.2 it seems.
findResearch() gives you a full list of what's needed to get from where you currently are to a specific tech, but it won't be around until Warzone 3.2 it seems.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: Solution for research queue
iap, I would prefer that in visual form (as according to suggestion, I really need to create mockup
), as hidden tools like those would lead to accusation that it is unfair advantage for those who know about this.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Solution for research queue
Well yea, setting a button somewhere that give a table with all the researchable options minus weapons upgrade, and by choosing one, you can see a list of icons.
However, I don't think it should be more sophisticated then this.
However, I don't think it should be more sophisticated then this.
Re: Solution for research queue
What about allowing research tasks to be queued?
So, you select a tech to research at a lab, then a new slot appears above the current slot and clicking on it shows techs that will be available after the current tech at the lab is researched (ie. what techs it enables in conjunction with other techs already researched). Allow up to 4 techs to be queued at a lab?
Or, maybe easier... Show currently avail techs and some additional techs that they will enable - user can select a future tech and research will progress towards it. This avoids user getting too much help, because they can only set current or immediately preceding tech. Any current tech on way to selected tech will get researched first, with heart put on the tech they are seeking to get to (and any other immediate techs it requires.
So, you select a tech to research at a lab, then a new slot appears above the current slot and clicking on it shows techs that will be available after the current tech at the lab is researched (ie. what techs it enables in conjunction with other techs already researched). Allow up to 4 techs to be queued at a lab?
Or, maybe easier... Show currently avail techs and some additional techs that they will enable - user can select a future tech and research will progress towards it. This avoids user getting too much help, because they can only set current or immediately preceding tech. Any current tech on way to selected tech will get researched first, with heart put on the tech they are seeking to get to (and any other immediate techs it requires.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: Solution for research queue
aubergine, that is more like my initial idea (to select a "goal"), but was deemed to be making game too easy and change it too much.
Though limited queue, which each item selected manually (I think that automatic selection is that unacceptable part).
For future items (showed in way I've described before) it could allow only to select those which are satisfied dependencies or their dependencies are already queued (and dequeue them when dependency is removed from list, or facility is demolished / destroyed) - this is probably most sensible solution, that won't cause issues and won't make game too easy.
But we would need to have really good visual hint showing that you can see future items (or at least show it in tutorial), to be not deemed as favoring experienced users only (but in fact without tutorial or experience with similar approaches they won't even know how to use research centers at all.
Though limited queue, which each item selected manually (I think that automatic selection is that unacceptable part).
For future items (showed in way I've described before) it could allow only to select those which are satisfied dependencies or their dependencies are already queued (and dequeue them when dependency is removed from list, or facility is demolished / destroyed) - this is probably most sensible solution, that won't cause issues and won't make game too easy.
But we would need to have really good visual hint showing that you can see future items (or at least show it in tutorial), to be not deemed as favoring experienced users only (but in fact without tutorial or experience with similar approaches they won't even know how to use research centers at all.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
- Shadow Wolf TJC
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Re: Solution for research queue
Sadly, I believe that such a system won't be seen anytime soon due to how difficult it would be to implement.
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Re: Solution for research queue
It is not hard to implement (especially if I would succeed with my GUI system rewrite idea
), it is hard to decide how to do that properly, so it won't generate criticism like stored templates or half built structures etc. 
Automatic research is no go for defaults, that is sure, but mods could reuse this GUI to let to select goals from further levels of dependencies tree.
Automatic research is no go for defaults, that is sure, but mods could reuse this GUI to let to select goals from further levels of dependencies tree.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Solution for research queue
Yup, I agree that getting the UI design and balance right is the key task here.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: Solution for research queue
Greetings,
Are you familiar with the game Freeciv? [http://freeciv.wikia.com/wiki/Main_Page]
It has a research assistant wich lets you set te research target you want and then traverses the tree for you - and tells you how many steps you are from your target.
It's open source and someone with skills might be able to use the traverser from there...
Cheers
Are you familiar with the game Freeciv? [http://freeciv.wikia.com/wiki/Main_Page]
It has a research assistant wich lets you set te research target you want and then traverses the tree for you - and tells you how many steps you are from your target.
It's open source and someone with skills might be able to use the traverser from there...
Cheers
Re: Solution for research queue
Motley, automated researching to specified target is no go (for defaults), only guiding to it.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.

