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[Freeciv-Dev] Re: [Patch] New city dialog (8a)
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[Freeciv-Dev] Re: [Patch] New city dialog (8a)

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To: Christian Knoke <ChrisK@xxxxxxxx>
Cc: Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [Patch] New city dialog (8a)
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 8 Sep 2001 13:24:54 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Sat, Sep 08, 2001 at 11:25:30AM +0200, Christian Knoke wrote:
> Am Samstag,  8. September 2001 05:44 schrieb Mike Kaufman:
> > On Sat, Sep 08, 2001 at 01:41:24AM +0200, Raimar Falke wrote:
> > > On Fri, Sep 07, 2001 at 03:25:49PM -0500, Mike Kaufman wrote:
> > > > On Fri, Sep 07, 2001 at 08:57:54PM +0200, Raimar Falke wrote:
> > 
> > [...]
> >
> > > > >  - coloring of the production/surplus
> > > >
> > > > do mean like food, shields, trade? I do not think that is a good
> > > > idea. No, not at all. Convince me.
> > >
> > > IMHO it would be nice to have the number in the "()" in another
> > > color.
> >
> > why? what purpose would it really serve? like what other color?  The
> > plus and minus are perfectly fine and convey all the information that
> > one needs without resorting to gaudiness. In fact, while I think
> > about it, one should _know_ that if your food is in minus, then
> > eventually your city is going to starve. So the only time that
> > "Granary: %d" should turn red in when you're only a couple of turns
> > away from losing city size. When you need extra production, and
> > you're willing to lose stocked food, cool, it's just that you'd like
> > to be alerted before starvation occurs.
> 
> I'm against more text colors, too. It's hard to read, especially with 
> themes.
> 
> >
> > > > >  - add space between widgets
> > > >
> > > > which widgets? where exactly? One of the major selling points to
> > > > this was that it's a smaller dialog.
> > >
> > > Between all widgets ;) The dialog is small enough that 4x5 pixel
> > > =20 pixel in width and heigth are ok.
> >
> > hmm...
> 
> In some places, it may be good.
> 
> >
> > > > >  - if would be nice if the sell button (or somewhere else)
> > > > > shows how much this will cost and how much you have. May also
> > > > > disable the button. This can be done in an extra row under the
> > > > > current currently building frame.
> > > >
> > > > yes it would be nice. how about on the button?, on tentative
> > > > list.
> > >
> > > IMHO this could be done like below:
> > >
> > >   Archer 20/50 3 turns     Change
> > >   Cost: 56 treasure: 145   Sell
> 
> You probably mean the "Buy" button?

Yes.

> - No, I think that's too much information in that place. And it's
> displayed anyway, when you click on "buy" or "sell".

Yes but this is one click away.

> > hmm, I'll think about this, but my gut is that I don't like it. The
> > sell button is not used often (at least I don't use it often) and I
> > don't like it or anything separating or putting more space between
> > the currently building progress bar and the impr list. I think that
> > the current design in terms of where things are is sound.  Also,
> > putting the current amount of gold is kind of redundant. I could see
> > something like "Sell for 56 Gold" on the "Sell" button.
> >. bad gtk.

Not the sell but the buy button. But it is also possible to make an
extra column to display the sell value.

        Raimar

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 email: rf13@xxxxxxxxxxxxxxxxx
 "When C++ is your hammer, everything looks like a thumb."
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