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dark_gray overmap tiles 'conflicting' with the toggle explored function. #11737

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RealZogzog opened this issue Mar 22, 2015 · 4 comments
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<Enhancement / Feature> New features, or enhancements on existing Info / User Interface Game - player communication, menus, etc. (P5 - Long-term) Long-term WIP, may stay on the list for a while.

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@RealZogzog
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Having dark_gray tiles on the overmap make the toggle explored function difficult to use as It won't make any visible change to the tiles.
I think the easiest way to go will be, to change the military building tiles colour (M, B) to light_green/green (witch in turn will make them hard to spot near forest...) And I got no Ideas for the parking Lot....

An other way to go may be to change the colour of the 'Explored' tiles.

I'll begin to drop PR once I'm comfortable with git (that will take some time) in the mean time I pray the Code Elders to ear/implement/push so of my ideas.

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@Zireael07
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Roads are the worst case :)

@KA101
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KA101 commented Mar 22, 2015

Saw this coming when the grey was PR'd. If every thing around it is Explored it's safe to assume the grey building is too.

So deal with it, IMO.

@kevingranade
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#20740 caused coloration conflicts, so I reverted it.

@DangerNoodle
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As noted, a formal plan for desired coloration might be desirable, in addition to resolving this issue.

Relevant concerns at present, various observed by myself or by @ZenZen2 are as follows:

  1. Military outposts would warrant a change from dark_gray, but they should avoid sharing the same symbol and color combination as musuems, mine entrances, and other surface structures that use the M symbol.
  2. If mine entrances have their color changed, at a bare minimum they should avoid appearing identical to military outposts.
  3. Parking lots, if changed from dark_gray, should avoid sharing the same color and symbol combination used by garages or any other surface structures using the O symbol.
  4. If roads, lots, and solid rock appearing in overmap specials such as malls, refugee centers, ranch camps, and necropolises are changed from dark_gray, they should remain consistent with whatever colors their standalone equivalents are changed to.

The following minor concerns where also observed, the former by myself, and the latter by @ZenZen2:

  1. Military outposts, bunkers, and silos might be desirable to have the same color, if a consistent coloration avoids coloration conflicts with other areas sharing their individual map symbols.
  2. Map tiles that compose a large percentage of an area, such as solid rock, may generate complaints if changed to an excessively bright color.

@KorGgenT KorGgenT added the (P5 - Long-term) Long-term WIP, may stay on the list for a while. label Jul 27, 2019
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Labels
<Enhancement / Feature> New features, or enhancements on existing Info / User Interface Game - player communication, menus, etc. (P5 - Long-term) Long-term WIP, may stay on the list for a while.
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