Author Topic: Tooltip updates  (Read 13802 times)

Offline Red Spot

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Re: Tooltip updates
« Reply #15 on: January 29, 2011, 12:59:46 pm »
I think I would sooner remove it and, as I just edited above post, tell people to go to the wiki.
They need to go there at some point anyway, I would be surprised if you'd never visit it .. in respect to the complexity of this game.

Offline Red Spot

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Re: Tooltip updates
« Reply #16 on: January 29, 2011, 01:14:20 pm »
Spire Blade Spawners

They do not say what kind of damage they can output through spawning their blades.

Suggestion

mk1: The blades are spawn every second, do 100.000 damage each second, but will selfdestruct after a 10 second lifespan.
mk2: The blades are spawn every second, do 200.000 damage each second, but will selfdestruct after a 10 second lifespan.
mk3: The blades are spawn every second, do 300.000 damage each second, but will selfdestruct after a 10 second lifespan. (havent checked mk3 blades, so the damage output is an assumption based on the damage output of the mk1 & mk2 version)
« Last Edit: January 29, 2011, 01:17:04 pm by Red Spot »

Offline keith.lamothe

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Re: Tooltip updates
« Reply #17 on: January 29, 2011, 01:15:44 pm »
Spire Blade Spawners

They do not say what kind of damage they can output through spawning their blades.

Suggestion

The blades are spawn every second, do 100.000 damage each second, but will selfdestruct after a 10 second lifespan.
Well, the problem there is that the actual damage number varies by cap scale (low/normal/high) and combat style (epic/normal/blitz).
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Offline Red Spot

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Re: Tooltip updates
« Reply #18 on: January 29, 2011, 01:17:58 pm »
Complete forgat about the shipcaps and style...  ::)
Sorry  :-[

Offline keith.lamothe

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Re: Tooltip updates
« Reply #19 on: January 29, 2011, 01:20:30 pm »
Complete forgat about the shipcaps and style...  ::)
Sorry  :-[
No problem, it was a good idea :)  At some point may be able to work in a stat that would be drawn from an associated ship type like that.  Just doesn't work for the "freetext" part of the description.
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Offline c4sc4

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Re: Tooltip updates
« Reply #20 on: January 29, 2011, 01:27:28 pm »
Question on the Golems. I noticed that on the Broken Golems - Moderate, it starts that Golems have a moderate energy cost, while on Broken Golems - Hard, it states you get Golems at their base energy requirements. Do their energy requirements vary depend if you have them on easy, moderate or hard?

Offline keith.lamothe

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Re: Tooltip updates
« Reply #21 on: January 29, 2011, 01:29:08 pm »
Question on the Golems. I noticed that on the Broken Golems - Moderate, it starts that Golems have a moderate energy cost, while on Broken Golems - Hard, it states you get Golems at their base energy requirements. Do their energy requirements vary depend if you have them on easy, moderate or hard?
Yes :)  Easy and Hard have the same, Medium has the much higher.
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Offline Red Spot

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Re: Tooltip updates
« Reply #22 on: January 30, 2011, 11:11:51 am »
Basicly the same as with Blade Spawners, the Self Destruct Guardians dont say how much damage they do.
(I figured a spire-ship fleet would be able to 'draw some fire' without fearing that I would lose them cause of a mk3 Self Destruct Guardian, boy was I wrong ....  ::))
Not sure if anything can be done within the current way this is being handled, just thought I bring it to attention.

Offline Burnstreet

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Re: Tooltip updates
« Reply #23 on: January 30, 2011, 11:53:40 am »
Question on the Golems. I noticed that on the Broken Golems - Moderate, it starts that Golems have a moderate energy cost, while on Broken Golems - Hard, it states you get Golems at their base energy requirements. Do their energy requirements vary depend if you have them on easy, moderate or hard?
Yes :)  Easy and Hard have the same, Medium has the much higher.
Ah, forgot about that, so my new texts are incorrect.
Where can I find the golem energy use on medium difficulty?

Offline Ranakastrasz

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Re: Tooltip updates
« Reply #24 on: January 30, 2011, 01:10:11 pm »
What you really need here is a variable display tag that lets you refer to a variable, so that when stats change, they will automatically display the correct referred to value.

Offline keith.lamothe

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Re: Tooltip updates
« Reply #25 on: January 30, 2011, 02:47:11 pm »
What you really need here is a variable display tag that lets you refer to a variable, so that when stats change, they will automatically display the correct referred to value.
That opens up a whole can of worms with cpu cost, difficulty of localization, formatting of output, etc.  If some part of the description needs to refer to an actual variable it needs to be part of the stat block or the abilities/immunities lines.  The block chunk is only for literal text.

But yes, the idea has occurred to me ;)
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Offline Sunshine!

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Re: Tooltip updates
« Reply #26 on: January 30, 2011, 04:38:56 pm »
Referring people to the wiki just so they can play the game is a Bad(TM) idea.  It's an already complex game, forcing people to visit an external website during the game so they can get information is going to drive some people off.

An in-game encyclopedia, like in Civilization, might work okay if it can be implemented properly.  Past that, for golems for example, the energy cost line could say "Requires 30,000 energy (x energy on Golems: Medium) before it comes online.

For the Spire Blade Spawners, what can be said for each mark is that the blades do "between 100,000 and 600,000 damage, depending on combat style and ship caps."  That way players have a general idea of the min/max, and will likely be able to deduce how much damage output they're likely to get depending on their game style.

Offline Burnstreet

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Re: Tooltip updates
« Reply #27 on: January 30, 2011, 07:36:03 pm »
Referring people to the wiki just so they can play the game is a Bad(TM) idea.  It's an already complex game, forcing people to visit an external website during the game so they can get information is going to drive some people off.
This is a good idea.

Offline TechSY730

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Re: Tooltip updates
« Reply #28 on: January 30, 2011, 09:52:26 pm »
Old:
Captive Human Settlement
A captive city filled with living humans.  AI progress will skyrocket by 100 if this is destroyed.  Worse, while your team holds it, the AIs will send 3x stronger waves against this planet.  The city does provide you with a moderate amount of metal/crystal income, but the penalties often outweigh this.

Of course, there are no longer AI wave multipliers so now

New:
Captive Human Settlement
A captive city filled with living humans.  AI progress will skyrocket by 100 if this is destroyed.  The city does provide you with a moderate amount of metal/crystal income, but the risk of a massive AI progress increase often outweigh this.

Or something like that. The last sentence may need a little touching up of grammar.


Edit by Keith; went with:
A captive city filled with living humans.  If you liberate the settlement int will contribute a modest amount of metal/crystal, but AI progress will skyrocket by 100 if it is destroyed.
« Last Edit: January 31, 2011, 02:05:06 pm by keith.lamothe »

Offline BobTheJanitor

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Re: Tooltip updates
« Reply #29 on: January 30, 2011, 10:16:33 pm »
Captive Human Settlement
Those don't trigger stronger waves any more? Huh. One of these days I need to go read every patch note ever, so I can know these things.