UI 2.3 Suggestions thread
UI 2.3 Suggestions thread
Hello everyone, as very few of you might know, I am the lead developer of the large team that brought you the Spectator UI Mod for AoE3, striving to make your experience as a caster/viewer as engaging as possible. This project took several years to arrive at its current state, requiring countless hours of research and development, the creation of cutting edge techniques, and the enlistment of numerous volunteers and freelancers to assist with polishing the product.
It's been a few years since the last official update to the UI mod. The product has consistently shown high sales over the years despite a challenging economic climate and high market volatility, so the team has so far been content to just sit back and enjoy their hard-earned monetary gains.
However, in view of the growing number of alternatives to the Spectator UI Mod for AoE3 that have been developed and released by rival teams over time, it has come to our attention that in order to stay well ahead of the competition, it has become a must to update our product in accordance with the ever-increasing standards of quality that the consumers of 2018 have come to expect from those highly paid professionals who continue to work on developing for this hugely popular and thriving game.
You know it's a tough industry to work in when the most scathing reviews come from foreign critics who barely even play the game.
Anyway, I am pleased to officially announce that the team will finally be resuming development.
Now for the unimportant stuff. As the lead developer, I thought it might be good to start a discussion on what people might like to see in UI 2.3, for its tentative release some time this year. Post any suggestions, bugs you noticed in UI 2.2 (actually 2.1) etc.
It's been a few years since the last official update to the UI mod. The product has consistently shown high sales over the years despite a challenging economic climate and high market volatility, so the team has so far been content to just sit back and enjoy their hard-earned monetary gains.
However, in view of the growing number of alternatives to the Spectator UI Mod for AoE3 that have been developed and released by rival teams over time, it has come to our attention that in order to stay well ahead of the competition, it has become a must to update our product in accordance with the ever-increasing standards of quality that the consumers of 2018 have come to expect from those highly paid professionals who continue to work on developing for this hugely popular and thriving game.
You know it's a tough industry to work in when the most scathing reviews come from foreign critics who barely even play the game.
Anyway, I am pleased to officially announce that the team will finally be resuming development.
Now for the unimportant stuff. As the lead developer, I thought it might be good to start a discussion on what people might like to see in UI 2.3, for its tentative release some time this year. Post any suggestions, bugs you noticed in UI 2.2 (actually 2.1) etc.
oranges.
Re: UI 2.3 Suggestions thread
Completed:
Current release:
UI 2.3 Alpha0.1 (17/02/19)
Changes from 2.2
1) UI will now attempt to fix itself twice, once after 15 seconds and again after 40 seconds
(applicable if a spectator started the game with maximized UI then switched to minimized UI in-game)
2) Added unit tactic viewer - to avoid cluttering the UI, only applies to select important units and buildings such as shrines, factories, wonders, firepits etc. Displays in bottom right display when a unit is selected.
3) Added delay to auto game end to allow time to process end-game things (not tested in MP)
4) Added resource income option to top graphic - now toggles between Eco Unit Pop, Recalculated Eco Pop, Resource Income. Current implementation very sensitive to jumps from e.g. crates, treasures, trading posts.
5) Removed buggy viewlock functionality, to replace with autocameraman in future
Current release:
UI 2.3 Alpha0.1 (17/02/19)
Changes from 2.2
1) UI will now attempt to fix itself twice, once after 15 seconds and again after 40 seconds
(applicable if a spectator started the game with maximized UI then switched to minimized UI in-game)
2) Added unit tactic viewer - to avoid cluttering the UI, only applies to select important units and buildings such as shrines, factories, wonders, firepits etc. Displays in bottom right display when a unit is selected.
3) Added delay to auto game end to allow time to process end-game things (not tested in MP)
4) Added resource income option to top graphic - now toggles between Eco Unit Pop, Recalculated Eco Pop, Resource Income. Current implementation very sensitive to jumps from e.g. crates, treasures, trading posts.
5) Removed buggy viewlock functionality, to replace with autocameraman in future
oranges.
- I_HaRRiiSoN_I
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Re: UI 2.3 Suggestions thread
Add another 'view' where it shows the combination of 'techs being researched, techs already researched and shipments sent'. This will be useful to see for example, player A sends 700w and then spends it on these techs or this person is researching vet huss, he may be sending 5 huss as next card and seeing how these factors relate to each other.
- I_HaRRiiSoN_I
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Re: UI 2.3 Suggestions thread
have an extra pop up window near to the option for the recalculated eco, where it shows current gather rate for food sources. This would be useful for longer games judging states of eco for example: Player A is on mills with both tech up grades and refrigeration so mill is gather rate (per vill, no need for total food/sec for all gathering vills) is 1.5 food/sec, however player B is fishing with just gill nets but has rendering plant and the fish market cards so his boats gather at 1.8 food/sec.
The UI would show a hunt icon then a number, wood, coin, mill, plantation, fish, whale (as these are variable and the other income sources in the game are static)
*note numbers quoted are for example and are not correct
The UI would show a hunt icon then a number, wood, coin, mill, plantation, fish, whale (as these are variable and the other income sources in the game are static)
*note numbers quoted are for example and are not correct
Re: UI 2.3 Suggestions thread
some of the infinite shipments come only once in the shipment sent tab, but which have been continuously shipped. (talking about treaty)
example:
1 HC comes only once while the player has shipped multiple times.
while,
10 musk for port is shown all the times it is send, so is with 10 rod for spain.
I am not sure what happens to infinite 300 crate tho.
example:
1 HC comes only once while the player has shipped multiple times.
while,
10 musk for port is shown all the times it is send, so is with 10 rod for spain.
I am not sure what happens to infinite 300 crate tho.
Re: UI 2.3 Suggestions thread
I_HaRRiiSoN_I wrote:Add another 'view' where it shows the combination of 'techs being researched, techs already researched and shipments sent'
Possible, though may take a lot of time to do.
I_HaRRiiSoN_I wrote:current gather rate for food sources
The option to show resources per second is already present in UI 2.1 via the console command resincome(), though I am working on getting this info into the top bar as an extra option (unseparated for total resources only). Adding an extra drag-and-droppable UI to do this is unfortunately not possible.
guyshir wrote:1 HC comes only once while the player has shipped multiple times.
That's because that card is unique to treaty patch so there is no hardcoded logic to deal with that infinite shipment. Currently the focus is on RE and EP fixes only.
oranges.
Re: UI 2.3 Suggestions thread
Garja wrote:Add a counter for resource loss due to vill idle time?
There isn't really an objective way of determining this - how do you know if a villager would have been gathering a fast resource like food, or a slower resource like wood, for example.
oranges.
Re: UI 2.3 Suggestions thread
Maybe just having a Villager second counter for idle time then ? Seems an intersting feature.
By the way, happy to see you back developing this awesome UI !
By the way, happy to see you back developing this awesome UI !
Re: UI 2.3 Suggestions thread
Aizamk wrote:guyshir wrote:1 HC comes only once while the player has shipped multiple times.
That's because that card is unique to treaty patch so there is no hardcoded logic to deal with that infinite shipment. Currently the focus is on RE and EP fixes only.
This is a card on RE too. TP just added the cost to shipping hc and removed free uhlans. On RE it is 1 hc + 4 uhlans infinite.
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Re: UI 2.3 Suggestions thread
Some infinite shipments show only once on the ui, some show accurately, not sure why
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Re: UI 2.3 Suggestions thread
View excluding each others isn t optimal. You always want to see shipment sent for example . An opportunity to see more information (information of different types) would be welcome.
Anything about lag ? i m not sure but seems UI obs game lag a lot more than normal game. Is it because there is 3 or 4 player instead of 2, UI maps or UI obs ? i m not sure , maybe a little bit of everything, but in tourney stream, i see a lot of players complain about lag :/
Anything about lag ? i m not sure but seems UI obs game lag a lot more than normal game. Is it because there is 3 or 4 player instead of 2, UI maps or UI obs ? i m not sure , maybe a little bit of everything, but in tourney stream, i see a lot of players complain about lag :/
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Re: UI 2.3 Suggestions thread
yea it seems to cause lag or maybe its recorded game
Re: UI 2.3 Suggestions thread
guyshir wrote:Aizamk wrote:guyshir wrote:1 HC comes only once while the player has shipped multiple times.
That's because that card is unique to treaty patch so there is no hardcoded logic to deal with that infinite shipment. Currently the focus is on RE and EP fixes only.
This is a card on RE too. TP just added the cost to shipping hc and removed free uhlans. On RE it is 1 hc + 4 uhlans infinite.
The UI detects infinite shipments by taking the difference of two checksums right before the shipment is sent and right after the shipment is sent. The checksum is based on units on the field. By removing the 4 uhlans, that checksum is changed and the code no longer recognizes it as the same card.
Kynesie wrote:Anything about lag ? i m not sure but seems UI obs game lag a lot more than normal game. Is it because there is 3 or 4 player instead of 2, UI maps or UI obs ? i m not sure , maybe a little bit of everything, but in tourney stream, i see a lot of players complain about lag :/
Any additional lag should depend entirely on the PCs of casters, as in the vast majority of situations, aside from a few initial calculations at the start of the game and something to detect when the game should end, nothing is run player-side.
oranges.
Re: UI 2.3 Suggestions thread
UI somehow scales the replay speed so that it runs at a normal rate rather than based on how fast your computer processes.
mad cuz bad
- Hidddy_
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Re: UI 2.3 Suggestions thread
Idk if seeing someone's view lock in real time is possible but that would be awesome. Also if you could toggle the fog of war for only 1 player/team at a time, that'd be neat. Thanks for all the hard work on this, it's already a great tool as is
De Funk
Re: UI 2.3 Suggestions thread
Garja wrote:Ye vill seconds lost due to idle time
Would you count villagers walking across the map as idle?
Hidddy_ wrote:Idk if seeing someone's view lock in real time is possible but that would be awesome. Also if you could toggle the fog of war for only 1 player/team at a time, that'd be neat. Thanks for all the hard work on this, it's already a great tool as is
View locking someone would require a lot of calculations player side, so I will probably be avoiding that. However, I am attempting to implement an alternative feature.
Fog of war for only one team from the start of the game is possible, but making it toggle-able between teams has been shown to cause OOS.
oranges.
- edeholland
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Re: UI 2.3 Suggestions thread
I would say villagers walking accross the map is definitely idle, because it indicates that one player might have to walk very far (because he didn't herd) and the other player doesn't (because he did herd). Not sure if this statistic would be interesting though, since the numbers are going to be quite large and may eventually be meaningless.
Re: UI 2.3 Suggestions thread
Aizamk wrote:Garja wrote:Ye vill seconds lost due to idle time
Would you count villagers walking across the map as idle?
I would, or at least I would be interested in knowing how many vs are lost due to walking time. Can be an interesting information in mirror scenarios for player'sefficiency but also a way to compare different civ efficiency (e.g. Japan with Brits).
However I'm not sure the 2 statistic should be mixed, nor if it is possible/practical to calculate walking time.
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Re: UI 2.3 Suggestions thread
Aizamk wrote:Fog of war for only one team from the start of the game is possible, but making it toggle-able between teams has been shown to cause OOS.
Wasn't this possible on your vanilla "obz" maps though ?
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Re: UI 2.3 Suggestions thread
Garja wrote:However I'm not sure the 2 statistic should be mixed, nor if it is possible/practical to calculate walking time.
I think there is a way to do it, but will have to test.
Kaiserklein wrote:Aizamk wrote:Fog of war for only one team from the start of the game is possible, but making it toggle-able between teams has been shown to cause OOS.
Wasn't this possible on your vanilla "obz" maps though ?
Yes, and those would always go OOS at around 10-15 minutes.
oranges.
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Re: UI 2.3 Suggestions thread
Hmm ok, that's weird I don't remember that ever happening to me, and I obsed a ton of games on nilla
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Re: UI 2.3 Suggestions thread
Garja wrote:Aizamk wrote:Garja wrote:Ye vill seconds lost due to idle time
Would you count villagers walking across the map as idle?
I would, or at least I would be interested in knowing how many vs are lost due to walking time. Can be an interesting information in mirror scenarios for player'sefficiency but also a way to compare different civ efficiency (e.g. Japan with Brits).
However I'm not sure the 2 statistic should be mixed, nor if it is possible/practical to calculate walking time.
I think it would be very interested for the exact reasons you say. I have been thinking for a long time to make some experiments where I try to herd very well and micro vills even on the 3rd, 4th, 5th hunt to see how many res we are missing out on by not herding those as close as possible.
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Re: UI 2.3 Suggestions thread
@Aizamk
Is there any way that I can use this UI for "Unknown" map, and after that I can regenerate the same map or tweek some things i.e crates, tps, or tile set etc.
Is there any way that I can use this UI for "Unknown" map, and after that I can regenerate the same map or tweek some things i.e crates, tps, or tile set etc.
#trainableSpahi
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