Comments (3)
I am 100% in favor
Better tutorials are something that I've failed for years to make any real dent on, and this looks like a good way forward
Not sure we need "choices" though
from unciv.
I don't think we need a "unavailable if X is complete" on each of them, since that's the default state for a tutorial 🤔
from unciv.
Better tutorials are something that I've failed for years to make any real dent on
Same here. There's code in master that was meant as preparation to unify all three kinds, way back to early Uniques or even before. The special treatment in WorldScreen and Civilopedia - I once had a vision they could all go. Now that we have triggers and events, the Event context seemed closer to these, which I partially dislike very much since - unify with other Tutorials now how now... Probably make the popup type another presentation type, and leave the pedia-only ones where they are, change pedia caption maybe to something more general, and really give Events some space in pedia?
Not sure we need "choices" though
Mad modders - can be quite useful I think. I don't have the imagination to make something out of the increased possibilities, but maybe they have. That's unfinished - I mean to make the existence of choices optional entirely, all presentation modes (dunno if the code is already there or not). No choices = normal float or alert with a default OK, and click-behind enabled. Choices exist = alert becomes modal. +documentation. +allow no-choice events that still trigger something, same as having only one choice but tighter presentation...
... Having them in a floating tut - as I said, I have the experiment in that json to allow simply clicking away with a "Got it" button the one that most often stays a long time, and can't be intentionally cleared quickly and reliably otherwise: Meet another civ. Works well. In the end, I believe we can allow modders to "invent" new "tutorial completed" keys and manage them with triggers, and say, have "offer" type time-spanning events.
I don't think we need a "unavailable if X is complete" on each of them
Definitely in the "unfinished" corner - to think about that, what's redundant, where loopholes may be or not....
from unciv.
Related Issues (20)
- Map editor crash placing any improvement HOT 1
- Possible typo: rigg HOT 3
- At turn ends, theres a bug to kick me out the game HOT 1
- Some typos HOT 1
- "Hidden from users" not hiding promotion uniques when displayed in Civilopedia or Nation picker screen HOT 1
- SOLVED: Crashes when putting tile improvement in map editor HOT 3
- NullPointerException on getDiplomacyManager() HOT 3
- Feature request: Add background music or onomatopoeia HOT 6
- "Suppress warning" modifier showing up on uniques in Civilopedia
- Cannot load save HOT 14
- Build lists on city screen load extremely slow HOT 2
- Gold duplication bug by disbanding already disbanded units HOT 1
- Destroyed civ can use espionage HOT 2
- "Removes removable features when built" doesn't remove terrain fetures when used in non-Great Improvement HOT 1
- Improvements for the map editor HOT 4
- River occuring in coast tiles HOT 4
- AI can declare war that was seemingly impossible to declare HOT 3
- Stuck and crushing on building items HOT 1
- "pick now" allows scheduling improvements without required techs HOT 6
- when war declared, units present on the rival territory due to open border trade should be pushed back HOT 1
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