Author Topic: Sea Travel Feedback  (Read 23398 times)

Bedwyr

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Re: Sea Travel Feedback
« Reply #105: October 29, 2012, 08:31:28 PM »
"Your travel has been delayed for 3 hours as you try to evade a kraken"

"Your travel has been delayed for 3 hours as you detour to listen to the Sirens."
"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here!"

Draco Tanos

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Re: Sea Travel Feedback
« Reply #106: October 29, 2012, 09:19:11 PM »
If we could have a few random reasons, that would be fun and maybe make players smile a little when delayed.

fodder

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Re: Sea Travel Feedback
« Reply #107: October 30, 2012, 06:54:47 AM »
hate to repeat myself...

but.. play-travel2.php really need to show sea zone names when you have the option to sail. (either baked into the basic map, or sea zone overlay)

take avengmil, bt.. there's water to the east and water to the west... and just using that screen you wouldn't know which is which. (aside from name guessing)


----
yuri... priest... no scout or anything.
avengmil..

Naval Travel
embark ships in the...

    Sea of Four Cities
    Eastern Drift

With your current entourage, it would cost 10 gold and take 2 hours to procure and board ships.

... heading to eastern drift to swing south.

You are now embarking ships into the Eastern Drift.
The ships will sail at sunset.
It will take about 3 hours until you reach the open sea.

oddly.. left menu showed play-travel2 instead of sea_travel... didn't have the presence of mind to look at the action/etc... oh well.. next time.
« Last Edit: October 30, 2012, 06:59:01 AM by fodder »
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Blue Star

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Re: Sea Travel Feedback
« Reply #108: October 31, 2012, 09:40:22 PM »
So AT and EI going to get these two?
I think like a sinner. Curse like a sailor. Smile like a saint. :)

Tom

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Re: Sea Travel Feedback
« Reply #109: October 31, 2012, 10:33:38 PM »
hate to repeat myself...

but.. play-travel2.php really need to show sea zone names when you have the option to sail. (either baked into the basic map, or sea zone overlay)

We heard you the first time. But it's a non-trivial change.

Indirik

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Re: Sea Travel Feedback
« Reply #110: November 01, 2012, 04:12:05 AM »
Why does the "Cobalt Gulf" sea region in Northern Dwilight not connect to Duil? Duil is a "coast" region. The Cobalt Gulf connects to all 10 other regions that border it.
If at first you don't succeed, don't take up skydiving.

Indirik

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Re: Sea Travel Feedback
« Reply #111: November 01, 2012, 04:18:50 AM »
The userdata.php page that lists all your characters simply shows "at sea" when your character is on a ship.  Can this be modified to show if your character is actively sailing, rather than just stationary? Maybe it could say something like: "embarking, sailing, debarking, holding position" or something. This would mirror the "traveling, OK, etc." status that you have when not at sea.
If at first you don't succeed, don't take up skydiving.

Velax

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Re: Sea Travel Feedback
« Reply #112: November 01, 2012, 05:18:25 AM »
Would it be possible to expand the edges of the Dynamic map slightly? At the moment some sea zones (like Chenier's Coast on Dwilight, for example) reach the very edge of the map, cutting off the beginnings of the sea zone names and making it difficult to see where they connect to other sea zones, particularly at closer zoom levels.

Tom

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Re: Sea Travel Feedback
« Reply #113: November 01, 2012, 08:39:11 AM »
Why does the "Cobalt Gulf" sea region in Northern Dwilight not connect to Duil? Duil is a "coast" region. The Cobalt Gulf connects to all 10 other regions that border it.

It should. Does it connect to something else or to nothing at all? Please file a bug report.

Tom

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Re: Sea Travel Feedback
« Reply #114: November 01, 2012, 08:39:54 AM »
The userdata.php page that lists all your characters simply shows "at sea" when your character is on a ship.  Can this be modified to show if your character is actively sailing, rather than just stationary? Maybe it could say something like: "embarking, sailing, debarking, holding position" or something. This would mirror the "traveling, OK, etc." status that you have when not at sea.

It could, but I like it this way. When at sea, you are always actively sailing, you know?

Tom

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Re: Sea Travel Feedback
« Reply #115: November 01, 2012, 08:42:59 AM »
Would it be possible to expand the edges of the Dynamic map slightly?

Not easily, that's the main problem of it all.

First, someone would have to do the graphics work, with stitching new water textures around the maps. It's a bit tricky, and mostly just loads of work.

Second, all coordinates would have to be recalculated, because they count from the corners.

Third, all the map tiles would need to be recut. That's the easy part because most of it is done by script.


fodder

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Re: Sea Travel Feedback
« Reply #116: November 01, 2012, 10:38:40 AM »
in which case.. surely the "easier" way of doing it would be manually placing the text of the names.. say diagonally or some such?

.... or perhaps... leave the map as it is... then place it on an inert canvas of blue background and let the text overrun the edge of the map onto the blank canvas? or does that not work at all?
« Last Edit: November 01, 2012, 10:40:31 AM by fodder »
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Chenier

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Re: Sea Travel Feedback
« Reply #117: November 01, 2012, 12:09:41 PM »
in which case.. surely the "easier" way of doing it would be manually placing the text of the names.. say diagonally or some such?

.... or perhaps... leave the map as it is... then place it on an inert canvas of blue background and let the text overrun the edge of the map onto the blank canvas? or does that not work at all?

Or water-patterned canvas?

Tom

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Re: Sea Travel Feedback
« Reply #118: November 01, 2012, 12:39:58 PM »
.... or perhaps... leave the map as it is... then place it on an inert canvas of blue background and let the text overrun the edge of the map onto the blank canvas? or does that not work at all?

That would remove step 1, but still require the other two.

fodder

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Re: Sea Travel Feedback
« Reply #119: November 01, 2012, 03:03:58 PM »
um... not being technical.. what i was suggesting is that... embedding the map where you have to do calculation, etc, in the middle of a bigger bit that is just a background wallpaper type thing where you don't do any calculation at all.

take the current dynamic map on dwi, when you zoom out a bit, say.. lvl 3... where lvl 1 is most zoomed in... on my screen at least, you can't scroll left/right because the whole thing is displayed on screen already. you can see cheniers coast (should that be chenier's coast?) has half the name displayed over black background. - ie.. you can see the whole name.

thus if you have a watery background or something... you can see the name.

---------

come to think of it.. you don't even need watery background. the "problem" as it stands is that when you zoom in to the 2 closerup levels, the map fills the whole screen width. i think if you reduce the width displayed (thus forcing black bands on either side of the map to be visible all the time)... you could see the names overflowing onto the black bands.. just like lvl3+

not sure if that helps or not.
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