Author Topic: Tooltip updates  (Read 13798 times)

Offline keith.lamothe

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Re: Tooltip updates
« Reply #30 on: January 30, 2011, 11:41:58 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.
Ideally, yes, but it's simply not feasible to include that much text with the game itself.  For one thing it would make localization prohibitively expensive.

To my knowledge, none of the places where the app mentions a wiki url are during the game, only in the tip-of-the-day thing (where it includes a button for trying to open it in a browser) and the Fallen-Spire Minor Faction lobby tooltip (because the wiki has a walkthrough for those who like to know what they're getting into ahead of time).  And it would probably be best for me to simply remove the mention of the wiki in the FS tooltip, as it seems to be regarded as a detriment rather than a help.
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Offline keith.lamothe

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Re: Tooltip updates
« Reply #31 on: January 31, 2011, 02:12:36 pm »
Ok, I've put in changes for 5.001 for the responses I've gotten here thus far.  Not all of them were doable as previously discussed, but most were.


What's next? :)
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Offline KingIsaacLinksr

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Re: Tooltip updates
« Reply #32 on: January 31, 2011, 02:35:24 pm »
The Hive Golem needs fixing, mostly in the energy cost as 600,000 =/= 20,000 in real-game ;).  I'm not sure if you changed anything specifically about the Hive Golem since I never used it until this last recent game, which I've had a lot of fun using it :)

There are a few other things, so I'll keep an eye out today to see if I can spot the inadequacies in the tool tips.  But I'd check all the golems if you haven't, since those seem to be the biggest problems with tool tips. 

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Offline keith.lamothe

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Re: Tooltip updates
« Reply #33 on: January 31, 2011, 02:37:20 pm »
I did actually change all 8 golem tooltips while I was in there, yes :)

http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-5.000_Beta
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Offline KingIsaacLinksr

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Re: Tooltip updates
« Reply #34 on: January 31, 2011, 02:39:49 pm »
I did actually change all 8 golem tooltips while I was in there, yes :)

http://arcengames.com/mediawiki/index.php?title=AI_War_-_Current_Post-5.000_Beta

Ok, just making sure since it wasn't mentioned in the thread before.  :)

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Offline keith.lamothe

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Re: Tooltip updates
« Reply #35 on: February 03, 2011, 03:32:17 pm »
Ok, I guess that aside from golems and the command stations, there's not a ton of interest in tooltip updates ;)
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Offline BobTheJanitor

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Re: Tooltip updates
« Reply #36 on: February 03, 2011, 03:41:18 pm »
It's one of those things that you never think about until you're looking at it, or until someone posts their confusion about it. I'll try and keep on the lookout for things to toss up on mantis. At the moment though, I can't think of any other obvious places that need fixing.

Offline Invelios

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Re: Tooltip updates
« Reply #37 on: February 05, 2011, 12:01:51 pm »
The forcefield generator tooltip still says that snipers and sniper turrets can fire through them. IIRC, that feature was removed from snipers and sniper turrets at one point.

Offline c4sc4

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Re: Tooltip updates
« Reply #38 on: February 05, 2011, 02:28:34 pm »
Found a typo in the AI Sniper Guardian,

Long-range railgun oblitrates ships that aren't protected. Make sure you have a scout starship to protect your fleet until this is destroyed!


oblitrates should be obliterates so,

Long-range railgun obliterates ships that aren't protected. Make sure you have a scout starship to protect your fleet until this is destroyed!

EDIT: Same typo appears in the Spider Guardian too,

Long-range railgun oblitrates the engines of ships that aren't protected. Make sure you have a scout starship to protect your fleet until this is destroyed!
« Last Edit: February 05, 2011, 02:30:16 pm by c4sc4 »

Offline keith.lamothe

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Re: Tooltip updates
« Reply #39 on: February 05, 2011, 02:31:00 pm »
Quote
oblitrates
The first 'e' wasn't close enough to the scout starship ;D
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Offline c4sc4

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Re: Tooltip updates
« Reply #40 on: February 05, 2011, 02:40:38 pm »
Found a couple more typos (bolded them),

Mobile Builder

Allows you to build economic and defensive ships at planets your team doesn't control. Cruicial for establishing beachheads in enemy or neutral territory

Cruicial should be Crucial


Siege Starship

This is not so much a ship as a gun with engines on it. It is expensive, slow, thinly armored, has a low rate-of-fire, and can't even fire upon most small mobile targets. Also, many targets (forcefields, most fortresses and command stations, etc) are specifically protected against the Siege's antimatter bombs. Butit CAN hit and do grievous harm to starships, guard posts, guardians, and most turrets.

Butit lost its space.

Offline c4sc4

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Re: Tooltip updates
« Reply #41 on: February 05, 2011, 02:55:55 pm »
A few more typos (bolded again)

Dyson Sphere

This massive immobile golem lurks at the edge of a planet's orbit -- conventional weapons cannot even damage it. If you free the planet from the AI, the sphere will realize your beneign intent and will help you on nearby planets. If you take the planet for yourself, the sphere will attack you until you give up the planet.

beneign should be benign

Area Mines

Enemy ships coming too close to these invisible traps will incur heavy damage. The minefield is also damaged, and eventually destroyed, in the process. The explosions from these minefields also effect other enemy ships that are close by. These are obviously useful for taking out groups of ships, but they are also useful for hitting ships that have Mine Avoidance -- those ships can still get caught in the blasts of area minefields that are triggered by another ship.

I believe that is should be affect instead of effect, I may be wrong though.

EMP Mines

Enemy ships coming too close to these invisible traps will incur heavy damage. The minefield is also damaged, and eventually destroyed, in the process. If the ship triggering the minefield survives, it will also be paralyzed for 60 seconds. The burst of paralysis (but not the damage) also effects other ships that are close by.These are particularly useful for stalling out large incoming vessels that don't have mine avoidance.

Affect, effect again. Also there is a missing space after the period.

Offline c4sc4

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Re: Tooltip updates
« Reply #42 on: February 05, 2011, 03:11:23 pm »
More typos (bolded)

Spire Colony Ship

A large colony ship filled with many Spire "growing nodes". It's purpose is to plant the hub of a new city on another planet. Note: this ship can only be built on a planet with a human home command station.

and

A large colony ship filled with many Spire "growing nodes". It's purpose is to plant the hub of a new city on another planet. Due to the difficulty of operating large Spire ships in our galaxy, these require research & development at a Spire Galactic Capitol.

Its not it's


Spire Galactic Capitol Foldout

Auxilary core spawned from a Spire Galactic Capitol. Allows human players other than the one capturing the system to research advanced Spire technology. Invulnerable but will be removed if the parent facility is destroyed.

Auxilary should be Auxiliary


Spire Destroyer, Spire Cruiser, Spire Battleship, Spire Dreadnought, Spire Super Dreadnought

...It's primary armament is ...

All of these have it's instead of its


Spire Blade Spawner

Large central ship has weak guns, but continously spawns smaller independent blades that crash into enemy ships.

continously should be continuously


<ln id="SpireTeleportingLeech_Wave">Spire Teleporting Leechs</ln>
Leechs should be Leeches


Spire Civilian Leader Outpost

Against their will, every hour each outpost increases the AI Progress by 1 when in control of the AI. You have the choice of either destroying these outposts for colloduing with the AI, or freeing the outposts by capturing the planet from the AI. When freed, each of these outposts will gratefully decrease the AI Progress by 3 every hour.

colloduing should be colluding


Offline TechSY730

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Re: Tooltip updates
« Reply #43 on: February 12, 2011, 11:05:11 pm »
Found an obscure one here

Neinzul Cluster
Quote
Immobile defensive weapon invented by the Neinzul. At long range, it fires heavily-damaging single shots. It also produces and stores up Neinzul ships over time.  When player ships attack them or get too close, these ships burst out and attack.

The cluster's weapon is only 8000 damage, which while being decent, is not the heavily-damaging as described under the current HP and weapon scaling of the game. I guess update it to say "moderately-damaging" shots, or bump the attack up to make the tooltip accurate.  ;)

If the tooltip is changed, the wiki would have to be as well, as it also has this description for the cluster.

Offline Shrugging Khan

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Re: Tooltip updates
« Reply #44 on: February 13, 2011, 09:02:27 am »
Sorry, don't have time to get the details, but here's some things off the tip of my hat:

Zenith Power Generators generating stronger waves (outdated?)
Forcefields not reducing sniper and spider turrets' power (outdated?)
Transporters not unloading outside of build range (essential, yet missing)
« Last Edit: February 13, 2011, 10:41:59 am by Shrugging Khan »
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