V6 Map Feedback

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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 11 Oct 2012, 11:44

X-Calibre wrote:I'll keep my input brief:

Drag scrolling on the tactical map, please.

That's going to be particularly tricky, but would be great if I could pull it off while still maintaining full click support. I'll give it a shot.
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Re: V6 Map Feedback

Postby edwchong » 12 Oct 2012, 09:12

I have a question about naval battle. I was looking at the battle field of Dong Lai and Xiang Ping, realised that the naval map is split into the battle fields of these 2 cities. I feel that should a ocean battle occer between these 2 cities, players will have to keep track of their units in 2 separate battlefields for units that had spilled over to the other battlefield, going back and forth between loading 2 battlefields will be more troublesome and mistakes might occur.

is there a way to integrate the naval map between cities into a single page? Or can there be a separate post with a combined naval map when posting the battle results?
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 12 Oct 2012, 11:24

edwchong wrote:I have a question about naval battle. I was looking at the battle field of Dong Lai and Xiang Ping, realised that the naval map is split into the battle fields of these 2 cities. I feel that should a ocean battle occer between these 2 cities, players will have to keep track of their units in 2 separate battlefields for units that had spilled over to the other battlefield, going back and forth between loading 2 battlefields will be more troublesome and mistakes might occur.

is there a way to integrate the naval map between cities into a single page? Or can there be a separate post with a combined naval map when posting the battle results?

Yeah, that's a pretty big expanse of territory. I think in practice you will find that any battle taking place between those two territories will be concentrated a little more rather than split across a large expanse of those lands (e.g. near a shore), so it might not be a problem.

I would definitely like to make maps larger but there are technical limitations which become significant problems in doing so. Those include server memory limits (for one-time tasks) and loading times (I'm not sure how fast the battlefields load for everyone and I'm curious to see what people think before I make potential changes that may exacerbate any existing issue).
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Re: V6 Map Feedback

Postby Xeniphon » 12 Oct 2012, 11:26

They are not seperate, depending on where you click you see a map X squares by Y squares, the whole china map is "one battlefield" and its just that loading it all on the same page would likely be unreasonable as far as load times go. If you click halfway between the cities instead of on them I think you will have better results.

If armies are very far apart you may need to reference several points on the china map but you won't be anywhere near close enough for engagements to happen so that shouldn't be a problem, besides the coordinates are universal so its not hard to figure how your chosen point relates to your second chosen point.
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Re: V6 Map Feedback

Postby Xiahou Mao » 12 Oct 2012, 13:14

What Xeniphon says. You can open the battlefield map at any point on the map by clicking it, so clicking between Xiang Ping and Dong Lai at least gets you the entire ocean expanse. If armies are more spread out than that, if there's some people brawling on the Xiang Ping shore and some on the Dong Lai shore, then it's basically two different battles and what happens at one won't directly affect the other. If the whole ocean is filled with units, so many scattered around that we actually can't fit them all on the "in between the city and town" map? Well, that'll be really cool, which will offset the minor annoyances in needing to have two map windows open at once to keep track of it all. ;)
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Re: V6 Map Feedback

Postby Xeniphon » 12 Oct 2012, 16:39

It might be helpful to be able not only to click the map to see a location's battlefield but to be able to type in coordinates and bring up the map with that square at the center. It would be a lot easier to get the exact map you want than clicking only to see its not quite right then clicking again until you get it.

Just a thought...
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 12 Oct 2012, 18:36

X-Calibre wrote:I'll keep my input brief:
Drag scrolling on the tactical map, please.

Just an update on this. It really is turning out to be quite a pain.
I've shared a request for some assistance from some JavaScript programmers to see if they can help out with it.

Xeniphon wrote:It might be helpful to be able not only to click the map to see a location's battlefield but to be able to type in coordinates and bring up the map with that square at the center. It would be a lot easier to get the exact map you want than clicking only to see its not quite right then clicking again until you get it.

It would be viable. I'm trying to think what the practical application would be. I can think of a few reasons why it might be worth doing but I'm curious what your thoughts are.
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Re: V6 Map Feedback

Postby Alfred » 12 Oct 2012, 19:35

Im not Xeni, but I know as a non-Cyborg player it would make things a lot easier on me to be able to type in the coordinates of the square I want over having to keep randomly stabbing at the map and hope I get right where Im at. Would make things way easier when trying to follow battles, and when planning to screw around with them =p
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 12 Oct 2012, 20:20

Alfred wrote:Im not Xeni, but I know as a non-Cyborg player it would make things a lot easier on me to be able to type in the coordinates of the square I want over having to keep randomly stabbing at the map and hope I get right where Im at. Would make things way easier when trying to follow battles, and when planning to screw around with them =p

That's the thing. Why does this level of precision matter? You can see where units are in the minimap and that means you can either load a battlefield around a unit, around a location, or at a reasonable location between units. What's the practical difference between x199y221 and x203y222? They both load essentially the same data.
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Re: V6 Map Feedback

Postby Xeniphon » 12 Oct 2012, 23:20

It would make directing people to look at something easier. For instance if a player needed another player or staff member to look at a battlefield instead of saying "I'd like your opinion on the positioning and movement, look just east of Xiang Yang" you could say "I'd like your opinion on the positioning and movement, look at X*** and Y*** coordinates".

Is it absolutely needed? No, but it would be helpful.
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 12 Oct 2012, 23:46

Xeniphon wrote:It would make directing people to look at something easier. For instance if a player needed another player or staff member to look at a battlefield instead of saying "I'd like your opinion on the positioning and movement, look just east of Xiang Yang" you could say "I'd like your opinion on the positioning and movement, look at X*** and Y*** coordinates".

Is it absolutely needed? No, but it would be helpful.

Yeah, that's the possibility justification for the feature I was considering. There's always sharing links but that might be easier and more practical.
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Re: V6 Map Feedback

Postby Wytwyld » 13 Oct 2012, 18:03

Not sure if someone already posted this, but Xiahou Yuan's unit on the map is labeled as Horse Archerss. There is an extra "s" in there.
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 13 Oct 2012, 18:22

Wytwyld wrote:Not sure if someone already posted this, but Xiahou Yuan's unit on the map is labeled as Horse Archerss. There is an extra "s" in there.

Thanks! Fixed.
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Re: V6 Map Feedback

Postby Tirocupidus » 15 Oct 2012, 14:41

The coordinates are already parameters in the URL, so if you make battlefield window have an editable address line, I think that would be enough. As it is now, I copied the URL into a new browser window to edit the coordinates.
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Re: V6 Map Feedback

Postby Xian Zhu Xuande » 15 Oct 2012, 14:53

Tirocupidus wrote:The coordinates are already parameters in the URL, so if you make battlefield window have an editable address line, I think that would be enough. As it is now, I copied the URL into a new browser window to edit the coordinates.

Yep. It is removed by default to maximize viewable area on low-resolution screens. Although in retrospect it might be worth adding some extra logic to retain it on high-resolution screens. Any browser I'm aware of features an option (usually under the View menu) to restore the address bar after a page has been opened.
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