Text for strength, movement and ranged strength in unit tablee replaced with icons - table is now consistently much smaller, and much less bothersome!
@ -394,13 +394,14 @@ All the following are from [the Noun Project](https://thenounproject.com) licenc
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* [Skull](https://thenounproject.com/search/?q=Skull&i=1030702) By Vladimir Belochkin for disbanding units
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* [Crosshair](https://thenounproject.com/search/?q=crosshairs&i=916030) By Bakunetsu Kaito for selecting enemies to attack
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* [City](https://thenounproject.com/search/?q=city&i=571332) By Felix Westphal
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* [Fire](https://thenounproject.com/search/?q=Fire&i=96564) By Lloyd Humphreys for
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* [Fire](https://thenounproject.com/search/?q=Fire&i=96564) By Lloyd Humphreys for "city being razed" icon
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* [Sleep](https://thenounproject.com/search/?q=sleep&i=1760085) By Saeful Muslim
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* [Banner](https://thenounproject.com/term/banner/866282/) By Emir Palavan for embarked units
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* [Arrow](https://thenounproject.com/term/arrow/18123/) By uzeir syarief for moving between idle units
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* [Replace](https://thenounproject.com/search/?q=replace&i=17858) By Mike Rowe, AU
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* [Replace](https://thenounproject.com/search/?q=replace&i=17858) By Mike Rowe for switching tiles between cities
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* [Resistance](https://thenounproject.com/term/revolution/1315305/) By HeadsOfBirds
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* [Viking Hat](https://thenounproject.com/search/?q=pillage&i=185405) By my name is mud
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* [Viking Hat](https://thenounproject.com/search/?q=pillage&i=185405) By my name is mud for pillaging improvements
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* [Aim](https://thenounproject.com/search/?q=aim&i=2034920) By Kaviashri for ranged strength
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# Sound credits
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Before Width: | Height: | Size: 722 B After Width: | Height: | Size: 506 B |
Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 1.0 KiB |
Before Width: | Height: | Size: 915 B After Width: | Height: | Size: 825 B |
Before Width: | Height: | Size: 864 KiB After Width: | Height: | Size: 855 KiB |
@ -112,6 +112,9 @@
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Simplified_Chinese:"远程攻击"
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Portuguese:"Força a distancia"
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}
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"Bombard strength":{ // for displaying city info
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}
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// Unit actions
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@ -83,26 +83,27 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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unitNameLabel.setText(nameLabelText)
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unitDescriptionTable.clear()
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unitDescriptionTable.defaults().pad(2f).padRight(5f)
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unitDescriptionTable.add("Movement".tr())
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unitDescriptionTable.add(unit.getMovementString()).row()
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unitDescriptionTable.defaults().pad(2f)
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unitDescriptionTable.add(ImageGetter.getStatIcon("Movement")).size(20f)
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unitDescriptionTable.add(unit.getMovementString()).padRight(10f)
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if (!unit.type.isCivilian()) {
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unitDescriptionTable.add("Strength".tr())
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unitDescriptionTable.add(unit.baseUnit().strength.toString()).row()
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unitDescriptionTable.add(ImageGetter.getStatIcon("Strength")).size(20f)
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unitDescriptionTable.add(unit.baseUnit().strength.toString()).padRight(10f)
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}
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if (unit.baseUnit().rangedStrength!=0) {
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unitDescriptionTable.add("Ranged strength".tr())
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unitDescriptionTable.add(unit.baseUnit().rangedStrength.toString()).row()
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unitDescriptionTable.add(ImageGetter.getStatIcon("RangedStrength")).size(20f)
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unitDescriptionTable.add(unit.baseUnit().rangedStrength.toString()).padRight(10f)
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}
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if (!unit.type.isCivilian()) {
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unitDescriptionTable.add("XP")
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unitDescriptionTable.add(unit.promotions.XP.toString()+"/"+unit.promotions.xpForNextPromotion()).row()
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unitDescriptionTable.add(unit.promotions.XP.toString()+"/"+unit.promotions.xpForNextPromotion())
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}
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if(unit.isFortified() && unit.getFortificationTurns()>0) {
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unitDescriptionTable.row()
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unitDescriptionTable.add("Fortification")
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unitDescriptionTable.add(""+unit.getFortificationTurns() * 20 + "%")
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}
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@ -122,7 +123,7 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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unitDescriptionTable.defaults().pad(2f).padRight(5f)
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unitDescriptionTable.add("Strength".tr())
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unitDescriptionTable.add(CityCombatant(city).getCityStrength().toString()).row()
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unitDescriptionTable.add("Ranged Strength".tr())
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unitDescriptionTable.add("Bombard strength".tr())
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unitDescriptionTable.add(CityCombatant(city).getAttackingStrength().toString()).row()
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selectedUnitHasChanged = true
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