[REL] Economic Efficiency UI Mod

Discussion in 'Mod Discussions' started by SatanPetitCul, October 8, 2013.

  1. SatanPetitCul

    SatanPetitCul Active Member

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    Already thought about this, but as the numbers are changing every time and so quickly, i'm really not sure that the result will be usefull.

    About the glow effect, keep in mind that this picture is a power point. A lot of detail are lickely to be modified.
  2. cwarner7264

    cwarner7264 Moderator Alumni

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    I'm really pleased that you're continuing to work on this mod, and I agree that the new design is significantly swankier than the interim one.

    However, don't get too stressed - remember the old adage: "You can never please all of the people all of the time.”
  3. SatanPetitCul

    SatanPetitCul Active Member

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    Here the release !

    Enjoy, and let me know if they are bugs.

    I

    Attached Files:

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  4. Quitch

    Quitch Post Master General

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    But you can troll most people most of the time.
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  5. cptconundrum

    cptconundrum Post Master General

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    It looks amazing, but there's nothing that shows me my current net income. :eek:

    I have a pretty good idea of how much that number will change depending on what I start building, so I rely on that number a lot. There is a gross income number in there, which I assumed was the net income until I crashed my economy because I kept thinking I had metal available to spend. I really think both net and gross should be in there somewhere, although net income is more important than gross.
    keterei likes this.
  6. SatanPetitCul

    SatanPetitCul Active Member

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    the green number is your gross income. The net income is not displayed as it is completely redundant with the efficiency.
    tatsujb likes this.
  7. cptconundrum

    cptconundrum Post Master General

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    Ah, then I'll just stick to the old mod since I use that net number a lot. In the early game, knowing exactly how much you have available to spend is pretty important.
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  8. Quitch

    Quitch Post Master General

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    Working in 62857
  9. keterei

    keterei Active Member

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    The glow looks cool, and you did a good job making the design more streamlined, yet, still I prefer the previous version. As cptcon said, it had stats that I've grown to rely on. Couldn't the percentages in the original version have this swanky glow applied to them? I found the percentages being colored more useful. They are what I payed the most attention to, and the color coordination enhanced their state. Separating the two now makes me feel like my attention is divided. Frankly, I feel like you're reinventing the wheel..
  10. cptconundrum

    cptconundrum Post Master General

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    The old version kind of needs to go away anyway since this one is doing a lot of things better behind the scenes. I think this mod is slowly making progress and I can't wait for it to be something I can use. It doesn't matter how long it takes though because we do still have the old one.
  11. SatanPetitCul

    SatanPetitCul Active Member

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    I've done the last little details about the design, i'm really happy with the result.
    Here the files. Please could you add it to PAMM ?

    Attached Files:

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  12. Quitch

    Quitch Post Master General

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    When talking about the new spectator mode, sorian pointed out that this mod should be calculating its central efficiency number through metal efficiency * energy efficiency. I presume that this calculation should use 100% as a cut-off for both metal and energy otherwise you get an incorrect figure.
  13. ORFJackal

    ORFJackal Active Member

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    Here is the code that calculates the efficiency in live_game.js:
    Code:
                        // calculate efficiency
                        var metalEfficiency;
                        if (spectatorData.metal.demand > 0 && spectatorData.metal.current <= 0) {
                            metalEfficiency = Math.min(1, Math.max(spectatorData.metal.production / spectatorData.metal.demand, 0))
                        } else {
                            metalEfficiency = 1;
                        }
    
                        var energyEfficiency;
                        if (spectatorData.energy.demand > 0 && spectatorData.energy.current <= 0) {
                            energyEfficiency = Math.min(1, Math.max(spectatorData.energy.production / spectatorData.energy.demand, 0))
                        } else {
                            energyEfficiency = 1;
                        }
    
                        var totalEfficiency = Math.min(metalEfficiency, energyEfficiency);
    
                        playerData.buildEfficiency = Number(100 * totalEfficiency).toFixed(0);
    
  14. SatanPetitCul

    SatanPetitCul Active Member

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    Update :

    - Now the number are colorized

    - The Overall efficiency has its own color rules
    • 100 - 75 green
    • 75 - 50 yellow
    • 50 - 33 orange
    • 33 - 0 red

    [​IMG]

    Attached Files:

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  15. kryovow

    kryovow Well-Known Member

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    PAMM? still no update there :p
  16. SatanPetitCul

    SatanPetitCul Active Member

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    It's on PAMM now
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  17. tatsujb

    tatsujb Post Master General

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    Fuc k that's amazing! GOOD WORK!!!
  18. Quitch

    Quitch Post Master General

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    I think the colour is misleading. 50% efficiency should be red because that's terrible. I understand you want to equally divide the brackets, but I believe it gives people the wrong idea about what a reasonable economy looks like.
    keterei and mishtakashi like this.
  19. SatanPetitCul

    SatanPetitCul Active Member

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    I'm open to the discussion. Do you have some suggestion about the color division ?
  20. mishtakashi

    mishtakashi Active Member

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    I agree with Quitch on this

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