Home » MODDING HQ 1.13 » v1.13 Feature Requests » [Feature Request] Small Improvement to Sector Inventory
[Feature Request] Small Improvement to Sector Inventory[message #341122] Sat, 23 May 2015 21:48 Go to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
After having spent yet another 3 hours re-equipping my team of 24 mercs, I had another idea.

One thing that always bothers me during those long equipping sessions is for example, when you use ammo crates to create magazines and you only need 3 of the 5 created mags. Where do you put those 2 spare mags? Exactly, you place them in the sector inv at the last page, because that's where usually the free spots are when you resorted everything. This usually leads to very tedious clicking between pages and pages of stuff (I only had around 3k items lying around, imagine how tedious this is with something like 10k items, which can easily be obtained in the HQ sector during a longer campaign).

My suggestion now is this:

http://i.imgur.com/c8TKz04.gif

Always leave the bottom row empty when entering sector inv or resorting.

This way you will always get 5 empty slots on each page to use for a slightly more convenient item handling. You can place items there just normally as you would with any other sector invenory slot. Only difference would be, that those rows will be again empty when reentering sector inventory or when sorting the stuff with the sort button.

Doesn't sound like much improvement, but believe me, when you regularly spent 3 hours refitting your squaddies, you will appreciate this. Any takers?


Re: [Feature Request] Small Improvement to Sector Inventory[message #341123 is a reply to message #341122] Sat, 23 May 2015 23:36 Go to previous messageGo to next message
silversurfer

 
Messages:2133
Registered:May 2009
Not interested. Leaving one row empty would be quite some items which would only increase total number of pages. In the end we would have to click through even more pages to get to the items we are looking for.

http://picload.org/image/iodaawa/inventory.jpg



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Re: [Feature Request] Small Improvement to Sector Inventory[message #341127 is a reply to message #341123] Sun, 24 May 2015 06:39 Go to previous messageGo to next message
edmortimer

 
Messages:795
Registered:January 2015
Location: Home Free
Why do people collect so much stuff? To me it must be that the default economic game is out of whack if you can afford not to sell stuff off, still buy from Bobby Ray's, and also afford lots of mercenaries.




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Re: [Feature Request] Small Improvement to Sector Inventory[message #341135 is a reply to message #341127] Sun, 24 May 2015 17:38 Go to previous messageGo to next message
Buggler

 
Messages:215
Registered:November 2009
@ edmortimer
I guess it's e same reason why someone's room is stacked full of things while another person's is as sparse as it is. Both could do whatever they wish to their own.

1.13 is full of options to fondletweak to their hearts' content.

How about this?
http://i.imgur.com/FlYh9YW.png
Source @ MAP_BORDER_BUTTONS.STI(2) & MAPINV_800x600.sti

Similar to e 'Thrash/Throw Item Away' function, with juz a mouseover help text and a dropoff region to sector inventory for items on mouse cursor. Only fits in 800x600 and higher though.

@ smeagol
*If* anyone intends to code it, could u do up a proper icon for it? happy

Here's e 32x32 indented background if required:
http://i.imgur.com/DClFPFy.png

[Updated on: Sun, 24 May 2015 17:39]




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Re: [Feature Request] Small Improvement to Sector Inventory[message #341138 is a reply to message #341135] Sun, 24 May 2015 18:09 Go to previous messageGo to next message
edmortimer

 
Messages:795
Registered:January 2015
Location: Home Free
@ Buggler

I understand that the game is robust enough for a wide variety of play styles -- that's why we all still play it after all these years. However, the economic system is supposedly designed (as I understand it) to force the player to keep on advancing so the game play doesn't stagnate. Now, if the hoarders (for lack of a better word, atm) have tweaked the economic system to their style of play -- that's cool. No problems there. But if it is the default economic system that allows for thousands of weapons to be stockpiled from an army of barely one thousand, maximum -- counting support troops which are never seen by the player -- then there is an imbalance there.

I'm just making an observation to determine further tweaks to my Arulco Vacations mod -- I'm not negatively criticizing. I guess I am basically asking how such hoarding is done. Is it by playing a long game where the Player allows the Queen to keep replenishing her troops while the Player maintains only a portion of the country? Or is it done by tweaking the economic system in a way where the Player has no need to sell off the weapons they capture? Has the profit from the mines been increased? Has the starting money been increased? Or is it something else entirely?




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Re: [Feature Request] Small Improvement to Sector Inventory[message #341140 is a reply to message #341138] Sun, 24 May 2015 19:24 Go to previous messageGo to next message
Flugente

 
Messages:3091
Registered:April 2009
Location: Germany
The game economy, to use your term, was not designed for Drop All. You get tons of items by just killing the enemy, and if you store that in one place, you can easily get 10k+ items.

[Updated on: Sun, 24 May 2015 19:24]




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Re: [Feature Request] Small Improvement to Sector Inventory[message #341141 is a reply to message #341140] Sun, 24 May 2015 19:36 Go to previous messageGo to next message
edmortimer

 
Messages:795
Registered:January 2015
Location: Home Free
Quote:
The game economy, to use your term, was not designed for Drop All. You get tons of items by just killing the enemy, and if you store that in one place, you can easily get 10k+ items.


Ok, that still means a long game is played -- a slow advance -- because there are only a few hundred soldiers to start in the entire country. I usually keep pushing forward so I never get to play long enough that I have faced thousands of enemy troops. That's just my style of play, and I am not advocating it as right or wrong. I realize everyone has their own style of play -- and the ability for us all to do that is what makes this game great.




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Re: [Feature Request] Small Improvement to Sector Inventory[message #341142 is a reply to message #341140] Sun, 24 May 2015 20:01 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
If I may suggest something here. Ammo crates usually have transform option to create a certain amount mags from it. It may help to add an option there to fill a weapon with ammo from that crate. For example, you left click on crate image and you have glock 17 in inventory. The game checks all of the weapons in currently active merc's inventory and if it find's any that use that ammo type, offers to fill it.

To fill pocket from crates, there already is a system in place. Lets take that glock 17 as an example. Merc has glock 17 in inventory and a pocket that can hold 3 mags of ammo. You also have a crate with 9x19 ammo that glock 17 uses. What you do is left click in that empty pocket and the game will offer you to get 3x mags of 9x19 for glock 17. All you have to do is go from pocket to pocket, click on it and choose ammo mags you want to be added. That system is already in place. However, problem is that, when you reequip mercs, you give him empty gun, lba gear to hold ammo in it and you can (as I already stated before) fill those pockets quite fast with proper ammo. The one thing remaining is that empty gun. So in order to fill that gun from crate you have to either use crate's menu and choose to create 5 or 10 mags from that crate which brings us back to original problem of excess mags placed at the end of the list. You can also pick up crate, click with it on a weapon and it will automatically create 5 mags of that ammo placed in the inventory. However, it won't fill that gun again and you are still left with excess ammo that will end up placed at the end of sector inventory when you ctrl+click on it. That is why I suggest adding that transformation option for crates, it would create no extra mags and can be done relatively fast.

I also have another idea that could be easiest to implement (I think). When you pick up ammo crate, add ctrl+click functionality to it. CTRL+click on a weapon with crate of proper ammo will fill that gun, CTRL+click with a crate on a pocket while having any weapon that uses ammo from that crate will fill that pocket with mags for that weapon. The only problem I see is what would happen if you have 2 or more weapons in the inventory that use same caliber but not same mags (like glock 17 and some calico rifle). Probably could be solved by adding a small menu that asks what weapon mags will be created.

Hope some of these ideas help.

[Updated on: Sun, 24 May 2015 20:04]

Re: [Feature Request] Small Improvement to Sector Inventory[message #341144 is a reply to message #341142] Sun, 24 May 2015 22:56 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
Well, as Flugente said, due to drop all it is very easy to stockpile a ton of items. The 3k items I had in Chitzena was only about 2/3 of all dropped items in my recent campaign I played. And that campaign was on day 8 only (with 2 taken towns and a SAM site, with no items palced in maps yet)!

The idea to add an empty row as a placeholder to conveniently drop items you don't want to put in the merc inv, because you might have picked up the whole stack and only needed like 2 or 3 of it, was made to make re-equipping huge teams more convenient. Equipping 24 mercs is already quite tedious, especially if you don't give every merc a standard load-out, but keep them individualized, as I do. I'm intending to have all mecs I can get in a campaign one day and I know that I certainly will do big ass re-supply sessions at some point. And I want them as convenient as possible.

Don't like to play long games? No problem at all, I don't see how an extra row of empty sector inventory slots would do any harm to those who don't stock pile. And the argument that you will have to click through dozens of extra pages seems kinda invalid, too (a zoomed in sector inv page has 40 slots, if 5 of these are used for empty slots, you still have 35 slots used as usual. 7 pages will result in 1 extra page in zoomed inventory, in non-zoomed inventory it's even a lot less).

If you ever had to click through 8 pages while equipping a merc with 2 (or sometimes even 3) guns that most of the time only need 3 magazines, because you have no empty space where the extra mags can be dropped, you'd really want something liek that... at least that's what I wished for during my last equipping session.

Unfortunately I don't know how to code, else I'd probably do those improvement suggestions to game handling myself. But because I'm only an xml and editor monkey, I have to ask other people to do it. If the idea doesn't seem good enough, I'm probably out of luck... so nevermind.


Re: [Feature Request] Small Improvement to Sector Inventory[message #341148 is a reply to message #341141] Mon, 25 May 2015 01:20 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3747
Registered:July 2009
edmortimer wrote on Sun, 24 May 2015 18:36
Quote:
The game economy, to use your term, was not designed for Drop All. You get tons of items by just killing the enemy, and if you store that in one place, you can easily get 10k+ items.


Ok, that still means a long game is played -- a slow advance -- because there are only a few hundred soldiers to start in the entire country. I usually keep pushing forward so I never get to play long enough that I have faced thousands of enemy troops. That's just my style of play, and I am not advocating it as right or wrong. I realize everyone has their own style of play -- and the ability for us all to do that is what makes this game great.
A few hundred? Cute happy I usually play settings that feed at least a rifle company into the grinder - every day and sometimes before it's even noon. And it may take months to close in on Meduna. Skulls for the skull throne and all that. Though yeah, usually upping mine income so I can keep piling up the toys in ludicrous amounts.



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Re: [Feature Request] Small Improvement to Sector Inventory[message #341150 is a reply to message #341148] Mon, 25 May 2015 04:04 Go to previous messageGo to next message
edmortimer

 
Messages:795
Registered:January 2015
Location: Home Free
Quote:
A few hundred? Cute happy I usually play settings that feed at least a rifle company into the grinder - every day and sometimes before it's even noon. And it may take months to close in on Meduna. Skulls for the skull throne and all that. Though yeah, usually upping mine income so I can keep piling up the toys in ludicrous amounts.


Y'see, that explains the 10k+ items . . . AND why Drop All unbalances the game in that way. Drop All doesn't unbalance the game if you play with the default, or near default (I add a 100+ to the initial Army deployment), number of of Army troops.

Arulco just isn't big enough to support thousands of troops -- I understand why you would increase the numbers like that, and I don't fault that. Just that my style is to make the initial few hundred and their reinforcements more capable and better armed -- there are no pistol-wielding, poorly trained enemy for me to face, even at the beginning.

[Updated on: Mon, 25 May 2015 04:05]





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Re: [Feature Request] Small Improvement to Sector Inventory[message #344566 is a reply to message #341135] Wed, 16 March 2016 19:37 Go to previous message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
Buggler wrote on Sun, 24 May 2015 14:38
@ edmortimer
I guess it's e same reason why someone's room is stacked full of things while another person's is as sparse as it is. Both could do whatever they wish to their own.

1.13 is full of options to fondletweak to their hearts' content.

How about this?
http://i.imgur.com/FlYh9YW.png
Source @ MAP_BORDER_BUTTONS.STI(2) & MAPINV_800x600.sti

Similar to e 'Thrash/Throw Item Away' function, with juz a mouseover help text and a dropoff region to sector inventory for items on mouse cursor. Only fits in 800x600 and higher though.

@ smeagol
*If* anyone intends to code it, could u do up a proper icon for it? happy

Here's e 32x32 indented background if required:
http://i.imgur.com/DClFPFy.png


Is that already implememted? If not I really like Bugglers idea of the new button.
If it is easier we could add another button next to the "next page" button which jumps to the last page so we can drop the item there.


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