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Found 17 results

  1. Ship Upgrades and Speed

    Ok simple enough question from a player less than 3 months into the game I bought a fir / fir plank surprise. This should have a basic speed. Struggling to find any websites or info with up to date information but players have been trying to help added 3 permanent upgrades to try and make it faster, reasons don't matter it was a plan i read about by Mr Koltes before the speed nerf Bovenwinds, Gazzelle and Crooked Hull which should alter the speed by 6% , give me a 14% crew nerf ? ( 7x2) -5% armour ? and boost turning speed by 3% If I hover over the ship in the docks , not in the number 1 position, it says 12.39 + 1.98 in green If I move it to equipped ship, the numbers change to 11.88 +1.90 in green could somebody point out a reason why and I appologise in advance for anything stupid and being unable to sort a screenshot, although I will try again thanks for any help and If anybody has any good links regarding ships, their setups and modules and upgrades, please let me know ty , Hilts GB Global
  2. goods to see

    i like to suggest in the new UI an overview of goods in the warehouse in other ports atm i can only see the port i am in, and miss the numbers of stock i have in other warehouses greetings..o7
  3. UI scale multiplier option.

    Maybe this is planned for when UI gets updated I dont know. But its really needed for quality of life for anyone playing the game on high resolution screen. My current resolution is 3840x2160 and this makes the majority of the UI text unbearable small to read even given the fact the screen is 52 inch! The main areas I have issue are the ship info box top right on OW, the ship condition top left and the sailing info bottom right, I can barely read anything here. The text in the chatbox is just about acceptable on large font. another place this is problematic is the text for example the trader tool in the map window. the trade items and ports text is just painfully small. a basic slider in the graphics menu to scale the UI to your screen is all I see being required to fix this, but the solution is yours to decide if you can do something about it.
  4. Please add a toggle button to switch between the two information views of a brigade. I generally use the panel that indicates the officer/morale/kills, but that means it's hard to know which weapons each brigade has (unless I pause and take the time to click that tiny little "i" a hundred times). A simple feature like this would really cut down micromanagement for me. Currently I rename my brigades after their weapon type to save time, but there's a short character limit and it's not user friendly to have complicated brigade names. Also, I cannot rename my divisions. Please enable this.
  5. UI info for artillery

    So while the ui does give me most of the information i need to command my troops, one addition I would love is an indication of which range they switch ammunition types. For example, while the range tag on a cannon might tell me its 1300, it could for example say 200/800/1300 to tell me the range switch between canister, shell, and round shot. If possible, it would also be lovely to have a dotted line in the range reticule in battle to show the cutoff points for each ammo type. Thoughts?
  6. Port Screen UI Idea

    I know this is a low priority item, but I'm going to share my idea now so people can discuss it. ever since I first saw this Image in the Work in Progress thread I've loved the idea of using a similar scene for the Port Screen UI. I'm not a game developer/programmer/etc.. So I don't know all the technical detials. but making the port screen a small 3D environment with animated water and a skybox that matches the OW time of day. it would be something like this: Obviously in a finished state, but the buildings in the port would be clickable buttons that take the place of the buttons in the current port screen, each would have a border highlight and tooltip that when hovered over told you what the building was and what you could do there. I.E. hover the mouse of the Warehouse and it says "Warehouse; buy and sell provisions and outfit your ship's hold." or the Shipyard "Shipyard; buy and sell ships" etc... The Fort would be the missions tab and politics interactions. The Tavern for managing crew and officers. Workshop for crafting, and so on. Additionally when you click on say the workshop you get, say a cleaned up version of the crafting UI, but over a background that looks like the interior of said building like this: I think that having a UI like this for the ports would add a little flavor and immersion to the open world experience.
  7. Hello, One thing that bugs me out and for what i would like to see a change in the new UI is the possibility to know the wind direction when i am inside a port or after a battle ended, without either having to get out of the port with a ship to see by myself or ask in chat few times after a battle and sometimes getting an inaccurate answer. Captains should know the wind direction while in port, and be able to decide for the best moment to leave it without having to get the ship out now and then and wee if the wind turned enough to be favorable. Captains after a battle, either pve or pvp should see in the end result screen the wind direction and could wait 10 minutes for the best wind to leave, all this without having to ask anyone. I hope the Dev's will add this essential information element to be available all the time in the new UI that is probably already worked on. Thanks a lot. PS: I am a quite a noob at coding such stuff, beside some basic php and batch i can't really do something but this thing is so important to me and missing so much in game that i may start to spend time to learn c,c+,c++ or else and just try to make a small .exe where i can set the wind blowing direction at the start of a gaming session with a small compass having the wind rotating like in game, just to be able to see where the wind is pushing any time i need it. Maybe there is talented people around that could code a small .exe doing this in a blink and it will be nice for now but i would really like to see this implemented in the new UI, this critical information for Captains should be available every time and part of the game.
  8. Fleet UI issues

    So i tried to use the fleet feature when i found the ship i put in fleet my redeemed Bucentare did not come with me i tried to dismiss it thinking that it would remove it from the fleet, instead it deleted the ship, Is it possible to get the ship back again? It was redeemed the day before with nothing on it and no dura lose, the logs should show that. There was no warning on the UI that the ship will be deleted no tips or hints on the fleet screen, this is a major issue if it is not addressed with proper tool tips/warnings. Captain name is Blitz on PvE One, Incident happen at around 5 pm GMT 06/08/2016.
  9. User Interface

    Now that Naval Action is in Early Access, when can we expect to see some major changes to the UI? I had a break for a few months and now im completely helpless because the UI doesnt tell you anything useful. At least the map is a step in the right direction.
  10. In a flight sim, players learn "flaps", "ailerons", "pitch" and "yaw". In Naval Action, they could learn "Port", "Starboard", "Fore" and "Aft".
  11. Server Time on UI

    It would be really helpful if we could see the server time easily, especially on OW. If it was part of the drop down menu of your ship, that would be fantastic!
  12. UI is misleading with amouts

    I built a snow to sell at PR and when I put up the price the UI was showing a lower price. Not sure what to do, I added the extra digit to make the UI show the correct price. Now I have a Snow for sale for over 1 million gold and it cost me the original asking price just to sell the ship. I am out all my gold and time and resources to build that ship. I have a life and work so that is basically 4 days of game play down the toilet and I am out 115000 gold. This game has so much potential, yet game breaking in so many aspects, this event being one of them. No way I am going to even attempt to build or sell another ship in this game in fear of it all being just a complete waste of my time.
  13. Hello, I would just like to suggest adding something like longitudes and latitudes on the map; perhaps depending on where your cursor is hovering around, it will show the coordinates of that particular location (numbered grid lines would work too). This will work in conjunction with some small portion of the UI showing your present location in degrees longitude and latitude. You devs wouldn't have to show our ship on a map or whatever, (I know the navigating and using the compass is part of the fun in the game) just give those numbers on the UI and on the map. This would really help when one has been sailing for days and is unsure where one is. Many people have told me to just press f11 to know my coordinates, but I think it'd be more immersive if it were something like longitude and latitude. And to my knowledge, the map doesn't really show the X and Y coordinates, so knowing your present X and Y isn't helpful. Besides, this would be closer to reality at the time, than just sailing west and praying for land. Navigators back then had cross staffs, sextants, astrolabes, etc. They could figure out roughly where they are in relation to a map, whereas we (players) cannot. From what wiki tells me, the lines of longitude and latitude wasn't standardized until the late 19th century, so maybe something like it can be implemented in-game? Perhaps gridifying whatever the navigators at the time used to reckon their positions? The modern standard system would be great too
  14. Colour Blind, a step closer

    Having the Colour Blind option in Battle is great and its appreciated that this mode was introduced very quickly after I first raised it on the forums some while ago, the simple colour change was an instant success. Open World and In Port UI is however still troublesome. The issue is Red text I and others who suffer cannot see it without extreme eye strain. This text appears above enemy ports in the high seas, and also in the crafting menus when insufficient parts are available to craft the current highlighted recipe. When Colour Blind mode is selected for your game, could the same colour variation be applied to the Red Text in Battle and change it to black on white background or otherwise highlight with different colurs and or shades. Many thanks in advance PS Edit. Also Red text is used to highlight enemy fleet nationality. personally its unreadable and I just know it isn't my own Nation which is white text
  15. Gun damage log

    The current gun damage display (activated by L) is not very useful. The display is very big and fills most of the screen and covers the action. I suggest replacing it with a single line of text that tells the damage (or lack of so) of your latest shot. There by it would useful while in combat, which the current display is not. Keep up the good work
  16. UI?

    Hi everyone, Does anyone know how the UI will be setup? Will it be complex like in PotBS, or simpler and easier to understand? Maybe a tester could post a screenshot? Thanks
  17. Shooting system

    1. History I've been reading something about how cannons were managed. The captain orders were about: - what type of cannonballs to load and where to shoot - when the batteries would be fired "Load round shots, double charge, shoot at tack, right to steerage" The master gunner orders were about: - the distance - the list "Load round shots, double charge, shoot at tack, point at 300m, no list, right to steerage" The piece chiefs actions were about (depending on the previous informations, the wind, the relative motion predictions): - the azimuth (with the carriage tackles) - the backsight adjustment (with a handspike lever and a focus wedge) Then the piece chiefs had to decide when to shoot exactly. At long ranges they had to choose the right moment depending on the ships actual positions, the roll and the pitch. Thus pieces weren't always fired at the same time. 2. Features overview That brings us to ask how aiming should be represented, from the captain to the piece chief. I think a fully realistic system wouldn't work well, but if "skill" has to be needed to aim, a PotBS system should be complexified. PotBS had a system that although simple was effective: 3 general types of ammo (sails shots, hull shots, crew shots), 2 types of zone (sails or hull). Depending on the ammo type, the aiming zone was automatically detected. A ship had different defense values for the sails and the hull, and the shooter had accuracy (to counter distance) and target tracking (to counter speed and relative motion). Whatever the zone that was hit, each ammo type featured a % of damage to sails, hull or crew. The number of cannons destroyed was proportional to the hull damage. Introducing aiming with a damage system that isn't fully realistic seems difficult (no full ballistic system). Basically, the potential parameters are: - the initial propulsion of the balls - the speed and deceleration of the balls - the weight of the balls - distance - wind direction and its force - list - roll and pitch And the possible player actions: - powder charge - cannonballs type - azimuth with its limitations - backsight adjustment with its limitations - when to shoot a cannon individually Ranges can be separated: - long range where the balls deflection due to gravity and wind affect the impact zone - mid range where the balls deflection is negligible - short range where aiming at the rigging becomes impossible, or all the cannons of a battery can't shoot at the same point And features can be: - skipped because requiring too much bandwidth - coded because adding to the gameplay - skipped because not interesting for players - driven by players 3. Possible tools I'm not a coding expert, but to avoid a full ballistic system, shortcuts have to be found. A ship is 2 cubes. One for the sails, one for the hull. Each cannon emplacement is known on the hull cube. Depending on the maximum horizontal and vertical orientations of each cannon, the game knows if a cannon has the possibility to shoot somewhere. The possible impact zone of a broadside is like a cube but with bigger edges at distance. The target is a point. If some of the cannons of a battery can shoot at the point, the theorical impact zone is a point. If only some of the selected batteries can shoot at the point, the theorical impact zone is a vertical line (all the remaining batteries pointing as close as possible to the point). The player can choose to shoot all the batteries or only those that can shoot at the point. The real impact zone is an ellipse, but only one trajectory is calculated, and then the number of hits on a ship cube depends on other parameters than the ballistic curve of each shot (like accuracy). 4. A possible shooting system I'm not a supporter of a special realistic aiming view, because it would only add to the immersion feeling, but would complicate the cannons management and break realism with no tactical gameplay advantage. Not to mention the cannons were actually differently placed in lenght and height. Also it's better to see the batteries being fired from distance (for movie feeling). I'd rather see an intuitive system: a player selects a broadside, a battery or multiple batteries, and the azimuth arcs would be shown on the screen. When the player puts his mouse somewhere, the cursor indicates the batteries that can hit the point. The targeted point could be on the sea, or anywhere on the cubes of a ship. That point would represent where the balls would hit if the shots were instant and direct. If needed (i.e. at longer ranges), the player would have to apply an azimuth correction (directly with the cursor) and a height correction (a "vertical angle" scheme would appear when holding the mouse button or using the mouse roll). However, the height correction wouldn't represent the backsight adjustment, but the overall correction that each piece chief would apply. There would be notches rather than angles. Such system would feature: - skipped because requiring too much bandwidth: full ballistic system - coded because adding to gameplay: the initial propulsion of one ball, the speed and deceleration of one ball, the weight of one ball, wind direction and its force, distance, list (as a lean of the target cubes) - skipped because not interesting for players: list (as a shooting parameter), roll and pitch, precise backsight adjustment, when to shoot a cannon individually - driven by players: powder charge, cannonballs type, azimuth, overall height adjustment Also when zooming in, the view would almost be an aiming view. The accuracy value (driving the number of actual hits) could vary depending on many parameters such as distance, crew skill...
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