View Revisions: Issue #375 |
[ Back to Issue ] |
Summary |
0000375: Recruit Creature window is centered in VCMI; in H3 it was placed higher, allowing us to see the troops in the Garrison |
|
Revision |
2010-02-20 00:21 by Zamolxis |
|
Additional Information |
|
|
Revision |
2010-02-20 00:41 by Zamolxis |
|
Additional Information |
[OFF-TOPIC: You may notice in the bottom left mini-overview window the difference in placing the Phoenix in slot. I strongly feel we should keep it as it is in VCMI, because it's a better indicator of the creature level. This has been previously discussed, but I wanted to mention it here as well, to avoid that other testers create a report after noticing the difference in my screenshots.] |
|
Revision |
2010-02-20 01:21 by Zamolxis |
|
Description |
As in summary, I guess it was implemented as such in H3, to allow the player to see what is in the Garrison while purchasing. See attached screenshots. |
|
Revision |
2010-02-20 01:24 by Zamolxis |
|
Description |
As in summary, I guess it was implemented as such in H3, to allow the player to see what is in the Garrison while purchasing. See attached screenshots.
NOTE: This window placement (15-16 pixels from the top of the screen) is only for the Recruit Creature windows or the R-click dwelling info windows (see 0000380). For all other town objects, R-click opens the info window centered also on the vertical (so VCMI doesn't need to change for those). But this difference in behavior confirms that they implemented it as such so that we have a better view of the already recruited creatures (and perhaps also the town income). |