Changes between Initial Version and Version 1 of Session_GUI


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Timestamp:
Feb 23, 2008, 4:18:59 AM (16 years ago)
Author:
trac
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  • Session_GUI

    v1 v1  
     1== [u]'''0 A.D. GRAPHICAL USER INTERFACE: GAME SESSION'''![/u] ==
     2
     3The Session GUI is the in-game GUI, the means by which the player directs the battle in the current mission map. The Session GUI is split into several primary components:
     42] the Battlefield Window,
     53] the Control Panel:
     63.1] The Mini-Map (Left) Pane,
     73.2] The Object (Centre) Pane,
     83.3] The Command (Right) Pane,
     94] the Upper HUD.
     10
     11Note: Only mouse-driven actions are described in the text. Keyboard hotkeys are listed at end of this document.
     12
     13'''1. RESOLUTIONS'''
     14
     15The minimum resolution for the Session GUI is [[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/GUIFullScreen-1024x768.jpg)]] 1024x768].
     16
     17Artwork will be created for this resolution at a comfortable size for the average eye, while still taking advantage of the improved detail of a high default pixel depth.
     18
     19The maximum resolution for the Session GUI is assumed at this time to be [[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/GUIFullScreen-1600x1200.jpg)]] 1600x1200]; it will probably be much higher by release date. Ultimately we're limited only by hardware constraints.
     20
     21'''1.1. Adjusting for Resolutions'''
     22
     23As demonstrated in the maximum resolution image, the GUI is split into several components, each anchored to a certain part of the screen. As the resolution increases, the gap between GUI segments simply increases, providing a wider view of the battlefield.
     24
     25The Control Panel is split into a Left, Centre, and Right Pane, and these justify to their relevant edge of the bottom of the screen. The Team Tray and any text messages are justified to the top left, and the Border Timer and any other timers to the top right.
     26
     27When using a resolution higher than default, culture-specific borders and props will decorate the edges of the panes to improve appearance.
     28
     29'''2. BATTLEFIELD WINDOW'''
     30
     31The Battlefield Window, or tactical map view, provides a detailed display of the player's current view of a region of the isometric game environment. It occupies the upper two thirds of the screen.
     32
     33'''2.1. Camera Controls'''
     34
     35'''2.1.1. Scrolling the Battlefield Window'''
     36
     37The Battlefield Window only displays a small portion of the full map. To move to other areas of the map, move the cursor until it is touching any of the edges of the screen, and the player's view will scroll until the player pulls back the mouse or reach the edge of the mission map.
     38
     39To move more quickly around the map, hold down the middle mouse button while scrolling to scroll at twice the regular rate.
     40
     41'''2.1.2. Zooming the Battlefield Window'''
     42
     43The player can adjust the magnification level of the Battlefield Window view using the appropriate hotkeys. The number of levels of magnification and the extent of their range will be dependent upon system requirements and technical constraints.
     44
     45'''2.1.3. Rotating the Battlefield Window'''
     46
     47Some basic rotation/pitch keys may be included, but will snap back to the standard isometric angle once the key is released to avoid disorientation. Full camera control will only be available when creating non-interactive scripted cutscenes in the Scenario Editor.
     48
     49'''2.2. Battlefield Interaction'''
     50
     51This section demonstrates the primary means of interacting with World Objects in the Battlefield Window view.
     52
     53'''2.2.1. Viewing Objects'''
     54
     55To check the condition of a World Object (such as one of the player's units) without selecting it, hover the cursor over the World Object. An indicator circle will appear at the unit's feet.
     56
     57This foot circle has a dual function:
     581) It indicates which units are currently selected or targeted.
     592) The circle varies in colour through [color=red]red![/color]=>[color=yellow]amber![/color]=>[color=green]green![/color], indicating the approximate health level of the unit.
     60
     61Ideally (unless it is infeasible), the colours will gradually fade through the spectrum between these three peaks, to provide an accurate assessment of the unit's current health.
     62
     63A World Object will only display a foot circle if the object can be damaged or destroyed.
     64 
     65If the unit is part of a Team, the Team Number (1..0) will appear at the bottom right corner of the unit.
     66
     67If the unit is hidden behind another object, the unit will be surrounded by a blue outline to indicate its position.
     68
     69The Control Panel is not updated to show the statistics of the currently hovered unit. It continues to display the attributes of the Selected Object, and so hovering is useful for quick assessment of a unit without losing the player's current selection.
     70
     71[color=green]'''Tool Tip:''' Placing the cursor over an object for a few seconds will bring up the translucent Rollover Window in the bottom right corner, above the Control Panel. On this tag will be shown the name of the civilisation that controls this unit, and a brief description of the unit type. In Multiplayer games, the name of the player that owns this unit will also be shown, as well as the player's relationship to this player (Ally or Enemy).![/color]
     72
     73'''2.2.2. Selecting Objects'''
     74
     75To select a World Object, hover the cursor over the World Object, as above, and press the left mouse button. It will become the Selected Object.
     76
     77The foot circle will now remain in place even when the cursor is not over the unit, and, the Control Panel will be updated to show relevant information about this unit (the commands it can perform, its statistical attributes, any buildings it can construct, and so on).
     78
     79When selecting a unit/building not controlled by the player, he will only be able to view its statistical information. No control icons will appear.
     80
     81'''2.2.3. Grouping Player Objects'''
     82
     83Select multiple units by "bandboxing": hold down the left mouse button in the Battlefield Window, and drag the cursor to include all of the units the player wants to select (this can only be achieved for player-controlled units; buildings and resources must be selected one at a time). A white bandbox outline will encompass the units the player wishes to select as a group.
     84
     85If the player reaches the edge of the screen while drag-selecting, the Battlefield Window will scroll in that direction at a reduced scroll rate for increased precision, and all selected units will be included in the player's bandbox group. Release the mouse button, and all the units will be selected.
     86
     87 * Double-click unit: Select all onscreen units/buildings of the same type.
     88 * Shift+click ungrouped unit: Add this unit to the current group.
     89 * Shift+double-click unit: Add all onscreen units of the same type to the current group.
     90 * Shift+bandbox ungrouped unit(s): Add all units in the selection to the current group.
     91 * Ctrl+click grouped unit: Remove this unit from the current group.
     92 * Ctrl+double-click unit: Remove all units of this type from the current group.
     93
     94'''2.2.4. Commanding Player Objects'''
     95
     96The game cursor is context-sensitive. It will change to indicate that the currently Selected Object can interact with the current focus. This static cursor matches the Action Button icon that performs the same function (such as a sword cursor for attacking, or an axe cursor for chopping down trees), but scaled down to half its size.
     97
     98Right-click a target object, and the selected unit(s) will perform their default action when interacting with that target. When the focus is right-clicked, the cursor will flicker briefly, to indicate that the action has been triggered.
     99
     100Examples:
     101''Selection + Target = Action''
     102 * Mobile Unit + Accessible Terrain = Move to this position.
     103 * Military Unit + Enemy Unit = Attack enemy.
     104 * Production Building + Accessible Terrain = Place building's Rally Point at this position.
     105
     106Sometimes there can be multiple actions that a unit can perform on a target.
     107Example:
     108 * Citizen Soldier + Damaged Ship = Repair Ship?
     109 * Citizen Soldier + Damaged Ship = Board Ship?
     110
     111In these cases, if the default action of the two is not what the player intends, he must override the default action by:
     112 * clicking the correct Action Button on the Control Panel,
     113 * pressing the appropriate hotkey,
     114 * using the mouse-wheel to cycle through the possible actions for this target.
     115
     116Most units will continue to perform an action until redirected or circumstances make it impossible to continue to perform the action (for example, if the target has been killed or the resource has been exhausted).
     117
     118Note that wherever possible, idle units will autonomously make use of their abilities without player intervention. For example, Priests will heal nearby units when not given other instructions. Units with the Repair ability will repair nearby damaged buildings if not otherwise performing an assigned task. This reduces the level of "micromanagement".
     119
     120The player may queue up multiple actions by holding down Shift while giving a command. The unit will perform each task in turn. This can be used to plot a winding path across the map, for example.
     121
     122If the unit has dual weapons (a melee and a ranged weapon), the player can force a unit to use its melee attack by double-right-clicking his target opponent. A ship will therefore close to melee range and then use its ram.
     123
     124'''3. CONTROL PANEL'''
     125
     126[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!ControlPanel.jpg)]] Control Panel]
     127
     128The Control Panel occupies the lower third of the screen. This interface bar is used to receive information about the current focus or Selected Object, command one's forces, and access secondary components of the GUI.
     129
     130Note that we must leave a gap of one or two pixels around the border of the Control Panel, to ensure that the player does not inadvertently click on Control Panel components when scrolling the edges of the screen, or vice versa.
     131
     132'''3.1. Control Panel Appearance'''
     133
     134There will be a Control Panel backdrop for each culture/civilisation. This unique artwork will demonstrate the stylistic attributes of a culture. For example, the Celtic Control Panel will exhibit tartan and wattle-and-daub textures, and celtic knotwork woven into the Control Panel borders.
     135
     136This only applies to the Control Panel background. Icons, portraits, buttons and other overlays will be generic.
     137
     138'''3.2. Left Pane'''
     139
     140The backdrop of the Left Pane of the Control Panel is a six-sided polygon (basically two joined rectangles: the first '''185x185''', the second '''71x152'''). It is always anchored to the bottom left corner of the screen.
     141
     142The Left Pane consists of the Mini-Map, Circle Buttons, Resource Pool, Scores, and Chat Cursor.
     143
     144'''3.2.1. Mini-Map'''
     145
     146[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!MiniMap.jpg)]] Mini-Map]
     147
     148''Appearance:'' '''172x172''' miniaturised bird's eye view of the full game map over a '''185x185''' backdrop.
     149
     150The Mini-Map displays a reduced view of the current state of the game map in its entirety, allowing the player to be warned of incoming units, plan broader strategies, and review reconnaissance from scouting parties.
     151
     152Unit/building "blips" on the Mini-Map will flash when important information is provided to the player. This flash will only occur for a couple of seconds, to attract the player�s attention when the event first occurs.
     153
     154For example, when an attacking force is detected, their position will flash on the Mini-Map. When one of the player's buildings is attacked, the building will flash white. An alarm will also sound (along with a text warning) if enemy units are encountered outside of the Battlefield Window. The same applies to a building that has just finished its production, and is now sitting idle. The player may cycle between these "alarms" using the appropriate hotkey.
     155
     156Clicking the mouse over an area of the Mini-Map will centre the Battlefield Window on this location of the mission map.
     157
     158It is also possible to assign movement paths to units from the Mini-Map.
     159
     160'''3.2.2. Circle Buttons'''
     161
     162[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!CircleButtons.jpg)]] Circle Buttons]
     163
     164''Appearance:'' Six round button icons to the right of the Mini-Map, each '''20x20'''.
     165
     166These round buttons toggle certain game states. Some affect the Mini-Map, others are used to centre on screen objects. These are onscreen equivalents of certain priority hotkeys, so they will be described in the hotkeys section. Exactly which circle buttons will be used is highly dependent on which hotkeys are the most vital, but examples are:
     167
     168'''* Fire Signal Flare.''' If there are multiple signals on the map, the player can right-click the Signal Flare button to centre the screen from signal to signal.
     169
     170'''* Idle Worker.''' If any Infantry Citizen Soldiers or Female Citizens are idle, the number of idle units is displayed over the button. To draw the player�s attention, the button flashes whenever the button�s state changes from no idle units to one idle unit.
     171
     172'''* Cycle Mini-Map Terrain.'''
     173
     174'''3.2.3. Resource Pool'''
     175
     176[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!ResourcePool.jpg)]] Resource Pool]
     177
     178''Appearance:'' Six display counters below the Circle Buttons. There is enough room for a miniature icon indicating the resource type ('''14x14'''), and a numeric counter indicating the quantity of the resource the player has accumulated '''(41x13)'''.
     179
     180The Resource Pool shows a running total of all accumulated resources that the player has stockpiled.
     181
     182A resource counter consists of a number showing the resource quantity gathered (an x/x ratio in the case of the Population Limit, which indicates the number of units on the player's side, and the maximum number of units the player is allowed to train), and an icon to the left of each counter defining the resource (Food, Wood, Stone, Ore, Population Limit).
     183
     184The Population Limit will flash and the player will be informed that he needs to build more Houses if his limit has been reached and units are queued.
     185
     186[color=green]'''Tool Tip:''' The Food, Wood, Stone and Ore rollover texts include a rating of the number of units gathering this resource, and the current capacity for gathering this resource (free slots in Resource Centres/Fields/Corrals), in an x/y format.![/color]
     187
     188'''3.2.4. Scores'''
     189
     190[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/Scores.jpg)]] Scores]
     191
     192''Appearance:'' Text rows equal to the number of players in the game, each drawn in its relevant player colour. Consists of player name and player score. This example: '''182x78'''.
     193
     194The Scores section lists each player's current score, ranging from highest to lowest. This helps to keep a running estimate of how the player is doing in comparison to other players.
     195
     196The Scores section is disabled by default, since few game types are dependent upon highest score.
     197
     198'''3.2.5. Chat Cursor'''
     199
     200[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!ChatSystem.jpg)]] Chat System]
     201
     202''Appearance:'' An input cursor in the player's colour, directly above the Control Panel and to the right of the Mini-Map. Only visible when activated. Maximum text string is '''833x32'''.
     203
     204The chat system is entirely keyboard-driven, but nonetheless deserves a section of its own.
     205
     206To open the chat console, hit the Enter key. The Chat Cursor will appear. Type text into this message string, hit Enter again, and it will be displayed along the left-hand side of the screen for all other players, in the format:
     207
     208[quote]<Player> (to <Recipients>): <Message>![/quote]
     209
     210The chat console will interpret instructions, and if it encounters valid text, initiate certain actions. For example, the console could be used to change system variables or environment states during debugging, or to activate cheats in single-player games.
     211
     212'''3.2.5.1 Controlling Recipients'''
     213
     214To send to all players:
     215Press Enter to open the chat console.
     216
     217To send only to allies:
     218Press Ctrl+Enter to open the chat console.
     219
     220To send only to enemies:
     221Press Shift+Enter to open the chat console.
     222
     223To send to a specific player:
     224Start your chat message with "p" (for player), followed by the player's number, or simply the player's name (case-insensitive), eg:
     225> p1 I'm under attack!
     226> Acumen I'm under attack!
     227
     228To send to several players:
     229Prefix as many player numbers as necessary before typing the message.
     230> p1 p2 p6 I'm under attack!
     231> acumen p2 Wijitmaker I'm under attack!
     232
     233'''3.2.5.2. Chat Presets'''
     234
     235Time is of the essence in RTS gaming. A player can bind up to 40 messages using the [u]'''''[http://forums.wildfiregames.com/0ad/index.php?showtopic=702#!ChatPresets Chat Presets]'''''![/u] section of his [u]'''''[http://forums.wildfiregames.com/0ad/index.php?showtopic=704#Settings Settings Menu]'''''![/u].
     236
     237The player can then simply type "c" (for "chat") followed by the number of the message, and the message text will be sent to the recipient.
     238
     239For example, he has bound "Wait for my signal to attack." to his 36th preset. Instead of typing this text, he can simply send the message:
     240
     241> c36
     242
     243and the recipient will receive:
     244
     245<Player>: Wait for my signal to attack.
     246
     247Note that Chat Presets can also be combined with player numbers and names, eg:
     248
     249> p1 c36
     250> Acumen c36
     251> p2 Acumen c36
     252
     253'''3.3. Centre Pane'''
     254
     255The backdrop of the Centre Pane of the Control Panel is '''520x152'''. It is always anchored to the bottom centre of the screen.
     256
     257The Centre Pane consists of the Player Banner, Menu Buttons, Portrait Window, and Object Window.
     258
     259'''3.3.1. Player Banner'''
     260
     261[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!PlayerBanner.jpg)]] Player Banner]
     262
     263''Appearance:'' '''520x18''' rectangle containing a string of text.
     264
     265The Player Banner displays the player name and civilisation, in that player's colour, of the currently Selected Object. If no object is selected, it is blank.
     266
     267'''3.3.2. Menu Buttons'''
     268
     269[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!MenuButtons.jpg)]] Menu Buttons]
     270
     271''Appearance:'' Three rectangular '''20x20''' buttons below the Portrait Window. Background '''75x30'''.
     272
     273Hovering the cursor over any of the Menu Buttons will cause the button to illuminate. Click any of the Menu Buttons to open an associated sub-window.
     274
     275'''* Objectives:''' Displays hints, instructions, history and goals or victory conditions. The button flashes when objectives are completed/updated.
     276
     277'''* Diplomacy:''' Open/close the Diplomacy Panel, allowing the player to establish treaties, forge alliances, and award tribute to other civilisations.
     278
     279'''* Game Menu:''' Provides access to actions outside of the game session, such as saving, loading, restarting and quitting.
     280
     281'''3.3.3. Portrait Window'''
     282
     283[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!PortraitWindow.jpg)]] Portrait Window]
     284
     285''Appearance:'' A large portrait image of current unit (or subgroup), along with its Health Bar and Charge Bar. Background '''75x104'''.
     286
     287'''* Unit Portrait:''' ('''64x64'''.)
     288A large representation of the Selected Object (or the first unit in the group's sub-group). Clicking this Portrait will centre the screen on this unit.
     289
     290''Note: We intend to create all Portrait icons at this size, then use inbuilt scaling to create versions on-the-fly for the smaller icons. This technique has been approved by the lead programmer.''
     291
     292'''* Unit Rank:''' ('''14x14'''.)
     293If the unit has accumulated any Ranks, these are indicated by star icons in the top right corner of the Unit Portrait.
     294
     295'''* Hit Points: ''' ('''64x11'''.)
     296A green Health Bar (with accompanying precise numeric value eg: 20/20) below the Portrait displays the current and available Hit Points (HP) of the selected object. The bar and value decreases when the Selected Object is injured. When a unit/building loses all of its Hit Points, it is killed/destroyed.
     297
     298'''* Charge Bar: ''' ('''64x11'''.)
     299This multi-purpose gold bar (with accompanying precise numeric value eg: 0/4) displays different statistics and capacities, depending on the Selected Object.
     300Examples:
     301''- Citizen Soldier:'' The number of experience points the unit has earned, and the number it requires in order to gain the next Rank.
     302''- Building/Transport:'' The number of units garrisoned in this object, and the limit on the number of units that can be garrisoned.
     303''- Resource Object:'' This value is used to determine the quantity of resources the Resource Object (such as a Tree) contains. Once all resource points are removed, the Resource Object is removed from the game.
     304
     305'''3.3.4. Object Window'''
     306
     307''Appearance:'' A large window, directly to the right of the Portrait Window. In all incarnations, the backdrop occupies '''445x134'''.
     308
     309The Object Window has five possible styles, depending on the nature of the current selection.
     310
     311'''* Statistic Panel:''' A single object, with no units garrisoned.
     312'''* Group Panel:''' A group of units.
     313'''* Garrison Panel:''' A single unit/building that has other units garrisoned inside it.
     314'''* Production Panel:''' A building that is currently producing units or researching technologies.
     315'''* Diplomacy Panel:''' The Diplomacy Menu Button has been toggled on.
     316
     317'''3.3.4.1. Statistic Panel'''
     318
     319[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!StatisticWindow.jpg)]] Statistic Panel]
     320
     321The main purpose of the Statistic Panel is to display the attributes of the Selected Object.
     322
     323The statistics are organised in rows and marked with clear icons to ensure that the player intuitively understands them. Furthermore, by hovering the cursor over any of these icons, the player can view an associated Tool Tip, in order to establish what they represent.
     324
     325A Selected Object will have several of these attributes, depending on the type of unit/building/resource, and their allegiance (we will probably have to relegate the less important statistics to the Selected Object's Tool Tip).
     326
     327'''''String Attributes'''''
     328
     329'''* Personal Name: '''
     330The name of this specific unit, eg: Publius Vinicius, if a non-mechanical non-Hero unit. A combined name and surname for the unit, generated from two large lists of real and/or fictitious names suitable to each civilisation.
     331
     332''(Note that filter controls will need to be implemented to ensure that the same combinations are not used more than once in the same session, and that similar names and surnames are not used in conjunction.)''
     333
     334This is intended to personalise units, make them more easily distinguishable, and create psychological attachment.
     335
     336'''* Unit Name: '''
     337The title of the unit type, eg: Cappadocian Bowman.
     338
     339'''* Unit Class: '''
     340The category of unit, eg: Cavalry Swordsman.
     341
     342'''''Numeric Statistics:'''''
     343
     344To the right of the title text are the unit's statistics with associated icons (each '''20x20'''). For a full list of unit statistics, view the [u]'''''[http://forums.wildfiregames.com/0ad/index.php?showtopic=670 Statistics]'''''![/u] document.
     345
     346Where values are displayed, the base value is shown in white, followed by any modifiers from State Effects (statistical influences from upgrades, terrain conditions, other statistics or other units). All modifiers are combined to create a single total modifier. If the modifier equates to a positive value (bonus) the modifier text is green; if the modifier is negative (penalty), it is shown in red.
     347
     348For example, a unit's Attack might start with a base of 10, influenced by a State Effect that increases it by 3, and another State Effect that reduces it by 1 (thus, 10[color=green]+3![/color]�, resulting in a final Attack of 13.
     349
     350[color=green]Tool Tip: To find out what is causing this modifier, place the cursor over the modifier text, and a Tool Tip will display a description of all State Effects that are contributing to this modifier. eg: "Hero's Influence: A nearby Hero has granted the unit a +1 boost to this unit's Attack."![/color]
     351
     352'''''Effects:'''''
     353
     354Below the String Attributes is a row dedicated to mini-icons of equal size to those used for Numeric Statistics ('''20x20'''). These indicate conditional effects that have currently been placed upon this unit by his environment.
     355
     356For example, if the proximity of a Female Citizen has made an Infantry Citizen Soldier more productive, a miniature "Allure" Aura effect appears here. If a unit is on fire, the Burning icon appears here. If the unit has gained a combat bonus from elevation, the appropriate icon appears here.
     357
     358Such effects are typically non-cumulative. These icons are usually scaled-down versions of the same icons used to represent a unit's aura effect on the Command Card.
     359
     360'''3.3.4.2. Group Panel'''
     361
     362[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!GroupWindow.jpg)]] Group Panel]
     363
     364When multiple units are selected, their portrait icons are displayed in this window. A health bar appears below each portrait.
     365
     366The player is limited to 30 units in a group, and that same limitation is imposed in the interface.
     367
     368When a group is created, the units are sorted by class (Heroes first, followed by units with abilities, and basic units coming last).
     369
     370The current sub-group is indicated by a gold border around this class of units. Click any portrait in a different class set to make this the new sub-group. The gold border will now surround this sub-group.
     371
     372The sub-group determines the abilities currently available through the interface. The Command Card will be filled out with the abilities normally available to a single unit of this class. Any other units in the group that have the same ability will also perform it when the player clicks the appropriate icon.
     373
     374Sub-groups are only used in the Group Panel.
     375
     376The Group Panel has the following uses:
     377'''* View state of units:''' The player can easily see the constituents of a group, and their health levels (this is not always possible onscreen, especially in the midst of battle when it is difficult to find and select the player's troops).
     378'''* Select units in group:''' Click an individual in the Group Panel to select the unit. For example, if his health is critically low, and the player wishes to heal him or instruct him to retreat.
     379
     380'''3.3.4.3. Garrison Panel'''
     381
     382[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!GarrisonWindow.jpg)]] Garrison Panel]
     383
     384Like the Group Panel, the player is limited to a maximum of 30 garrisoned units in any object. 
     385
     386The Garrison Panel does not have sub-groups, although unit classes are sorted similar to the Group Panel for ease of access.
     387
     388The Garrison Panel allows the player to click individual units to ungarrison (if the player does not wish to Ungarrison All through the Command Card), see what units are garrisoned and their current state of health.
     389
     390'''3.3.4.4. Production Panel'''
     391
     392[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!ProductionWindow.jpg)]] Production Panel]
     393
     394When a building is training units or researching technologies, the Production Panel indicates what's in the queue.
     395
     396Each method of production has its own queue, so that it is possible to perform research and train simultaneously. Therefore, the player will need to open the Train Tab or Research Tab in order to view its attached queue.
     397
     398Click a unit/technology to remove it from the queue.
     399
     400The unit/technology currently being produced is always in the upper left slot, and its rate of progress is indicated by a xx% rating over the portrait. Once the value reaches 100%, production is completed, and the unit/technology is removed from the queue.
     401
     402Health Bars are not shown below the portraits in the case of the Production Panel, for obvious reasons.
     403
     404'''3.3.4.5. Diplomacy Panel'''
     405
     406[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!DiplomacyPanel.jpg)]] Diplomacy Panel]
     407
     408Pressing the '''Diplomacy''' button causes the Diplomacy Panel to appear in the Object Window area. The Diplomacy options are integrated into the Control Panel so that the game can continue in real-time without blocking the player's view of the battlefield. He can therefore respond to threats even while setting diplomacy options.
     409
     410The Diplomacy Panel displays a row of attributes for each of your opponents or allies:
     411
     412 * The player's name.
     413 * The player's civilisation.
     414 * The player's current phase (Village, Town or City).
     415 * An allegiance button.
     416 * Four tribute buttons.
     417
     418Click the allegiance button to toggle whether this player is an Ally or Enemy of the player.
     419
     420Click any of the four tribute buttons to send tribute to this player. Clicking the button sends 100 units of either Food, Wood, Stone, or Ore, depending on the button clicked. This quantity will be removed from the player's Resource Pool, and added to the recipient's Resource Pool.
     421
     422Shift+Click: Send 500 units.
     423Ctrl+Click: Send your entire stockpile of this resource.
     424
     425There is no tax or penalty for sending tribute. The recipient will immediately receive the same quantity of tribute sent by the player.
     426
     427To close the Diplomacy Panel, click the '''Diplomacy''' button again, or use the appropriate hotkey.
     428
     429'''3.4. Right Pane'''
     430
     431The backdrop of the Right Pane of the Control Panel is '''244x152'''. It is always anchored to the bottom right of the screen.
     432
     433The Right Pane consists of the Rollover Window, Tab Buttons, and Command Card.
     434
     435'''3.4.1. Rollover Window'''
     436
     437[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!RolloverWindow.jpg)]] Rollover Window]
     438
     439''Appearance:'' A semi-transparent '''320x128''' window directly above the Command Card. It only appears when a Tool Tip is active.
     440
     441The Rollover Window appears to display the relevant text whenever a [color=green]Tool Tip![/color] is active.
     442
     443If the '''"More ..."''' text appears in the bottom right corner, then the player can press his ? key to open up the Online Help window. It will link immediately to the appropriate context-sensitive section.
     444
     445'''3.4.2. Tab Buttons'''
     446
     447[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!TabButtons.jpg)]] Tab Buttons]
     448
     449''Appearance:'' A column of up to four '''32x32''' buttons to the right of the Object Window. The Tab Buttons are used to specify which category of icons is currently displayed on the Command Card.  The currently active Tab Button appears as an elevated '''38x36''' notch in the Command Card background, to clearly indicate which tab is open.
     450
     451Thus, these function as "tab" icons. Tab Buttons are dynamically assigned to this area, depending on the capabilities of the Selected Object. A maximum of four tabs can be displayed at a time under the current layout.
     452
     453The possible Tabs are:
     454[i]* Command Tab
     455 * Build Basic Tab
     456 * Build Advanced Tab
     457 * Train Tab
     458 * Research Tab
     459 * Formation Tab![/i]
     460
     461If a tab controls a production queue (such as the training of units or researching of technologies), then the % progress of the current object in production appears over the Tab Button to give a quick indicator of progress.
     462
     463'''3.4.2.1. Command Tab'''
     464
     465The Command Tab always occupies the top slot in the tab column. All commands that the unit can perform will be shown on the Command Card when this tab is open (repairing, attacking, gathering, setting a Rally Point, etc).
     466
     467These allow the player to force a certain action or access special commands when the right-click contextual interface is inadequate.
     468
     469Some Command icons are surrounded by a yellow dotted border. This means that the command has an "auto-mode"; it is a command that normally requires a target, but the player can also right-click the command icon to instruct the unit to seek out its own target within its LOS. Auto-modes let the AI choose the most logical actions under the circumstances, to free the player from additional management.
     470
     471For example, right-click the Repair icon. The unit will actively seek out buildings or siege engines that require repair, and perform this action until told otherwise. He will place priority on assisting other units who are already repairing a damaged building in order to increase the rate of progress.
     472
     473Finally, if the unit broadcasts an Aura effect (a passive effect that affects other units in his sphere of influence without user intervention), a suitable icon appears on his Command Card, indented so that it is clear that it cannot be clicked. For example, if the unit is a Priest, he will have a Heal icon on his Command Card.
     474
     475This icon is non-interactive (no border); it simply serves to indicate that the unit has a certain ability. Auras are always placed in the final slots of the Command Card, to separate them from the commands.
     476
     477'''3.4.2.2. Build Tab'''
     478
     479If the object is capable of constructing buildings (for example, a Citizen Soldier), a Build Tab Button will be available.
     480
     481Because there is a limit of twelve icons per tab, and the number of buildings in the game will be at least twelve, there are two Build Tab Buttons: Build Basic (which includes Village buildings) and Build Adv (which includes Town and City buildings).
     482
     483Clicking one of these buttons will display all buildings that this unit can construct on the Command Card. An icon is greyed out if the building is not currently available, for example, due to lack of resources or requiring that a pre-requisite building be constructed first). Clicking a building icon will replace the cursor with a "footprint" for this building, which the player can then click on a valid section of terrain to start building.
     484
     485'''3.4.2.3. Train Tab'''
     486
     487If the object is capable of training new units (for example, a Fortress), the Train Tab Button will be available. Clicking this button will display all units that this unit can construct on the Command Card. An icon is greyed out if the unit is not currently available, for example, due to lack of resources or requiring that a pre-requisite building be constructed first). Clicking a unit icon will place this icon in one of the slots in the Production Window, allocating the appropriate amount of resources.
     488
     489Each time the player clicks the portrait icon, the more incarnations of this unit type will be added to the queue.
     490
     491Holding down the Shift key while clicking will add portraits to the queue in batches of five items at a time. A training queue cannot exceed 30 items.
     492
     493'''3.4.2.4. Research Tab'''
     494
     495If the object is capable of researching new technologies (for example, a Military Centre), the Research Tab Button will be available. Clicking this button will display all technologies that this object can research on the Command Card. An icon is greyed out if the technology is not currently available, for example, due to lack of resources or requiring that a pre-requisite building be constructed first).
     496
     497The queuing system for researching technologies operates in exactly the same fashion as training units, except that the player cannot queue multiple incarnations of the same technology research, as each technology can only be researched once by each player. Once a technology is in the Production Window, it is removed from the Command Card until researched or cancelled.
     498
     499'''3.4.2.5. Formation Tab'''
     500
     501If the unit or group of units has the ability to assemble into different formations or stances, the Formation Tab Button will be available.
     502
     503Clicking the Formation Tab Button will make all formations and stances that are available to the unit or group appear on the Command Card. Clicking an icon will set the group to this formation and then reselect the Command Tab.
     504
     505For a full list of formations and stances, view the [u]'''''[http://forums.wildfiregames.com/0ad/index.php?showtopic=680 Formations]'''''![/u] and [u]'''''[http://forums.wildfiregames.com/0ad/index.php?showtopic=679 Stances]'''''![/u] section.
     506
     507'''3.4.3. Command Card'''
     508
     509[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!CommandCard.jpg)]] Command Card]
     510
     511''Appearance:'' 12 '''32x32''' portrait icons arranged in a 4x3 grid in the bottom-right corner of the Control Panel. The Command Card itself is '''118x142'''.
     512
     513The Command Card displays the icons made available by the current Tab Button. Click an icon to trigger the appropriate event.
     514
     515These events are either active or passive. Active events imbue the cursor in some fashion (for example, attaching a footprint to place a building), and then expect the player to choose an appropriate target. Passive events occur once clicked, without requiring an additional target.
     516
     517When an icon is clicked, its border turns green to indicate that it is selected. This will either occur for a second, in the case of passive events, or in the case of active events remain illluminated until the target has been selected or the event cancelled.
     518
     519'''3.4.3.1. Custom Command Cards'''
     520
     521Where the commands available to a specific object need to be embellished, a section for this unit/building is specified below.
     522
     523'''3.4.3.1.1. Trade Centre Interface'''
     524
     525Rather than using gold/ore as a purchasing mechanism for exchanging resources, as in most historical RTS games, the player will be able to buy or sell any resource 2:1 in exchange for any other resource. However, to do this using the conventional format would require 24 trade buttons; more than we can devote to this activity.
     526
     527There will therefore be four special Command Card action buttons for the Trade Centre: Buy, Sell, 1st Resource and 2nd Resource.
     528
     529The latter two are ''cycle'' buttons; clicking either of them will cycle through icons for Food, Wood, Stone and Ore. These control which resources are exchanged. They cannot both show the same resource.
     530
     531Example:
     532 * Click the 1st Resource cycle button until it displays "Food".
     533 * Click the 2nd Resource cycle button until it displays "Wood".
     534 * Click Buy, and 100 points of the first resource (eg Food) are purchased in exchange for 200 points of the second resource (eg Wood).
     535 * Click Sell, and 200 points of the first resource (eg Food) are sold in exchange for 100 points of the second resource (eg Wood).
     536
     537Shift+Click to exchange x5 the normal quantity (for example, purchase 500 units for 1000 units).
     538Ctrl+Click to exchange your entire stockpile of the resource.
     539
     540'''4. UPPER HUD'''
     541
     542The upper HUD is a strip of icons on the top row of the screen. Note that this area is not "blanked out" by a backdrop, as with the Control Panel (thus, a Heads Up Display). Firstly this means less effort for the GUI artist in this respect, and secondly it creates the illusion that there is less screen clutter.
     543
     544The Upper HUD consists of two sections. The lefthand side (Team Tray and any Text Messages) are always aligned to the top left of the screen. The righthand side (The Border Timer and any other custom timers generated by scenario triggers) are always aligned to the top right of the screen.
     545
     546'''4.1. Team Tray'''
     547
     548[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!TeamTray.jpg)]] Team Tray]
     549
     550''Appearance:'' 10 '''32x32''' portrait icons in the top left corner.
     551
     552This feature has been rarely used in RTS games, although a couple of recent games (such as ''Praetorians'' and ''AoM'') have embraced them. Since it mirrors an established system of hotkeys for team creation and selection, it seems redundant.
     553
     554The major benefit is that it allows the player to view the constituents of a team number without selecting it. The portrait icon shown is the most common unit in the team. So if team 4 consists mostly of Archers, then an Archer portrait icon will appear in the team 4 slot.
     555
     556The game will begin with none of these icons visible, and as teams are created, the icons will appear.
     557
     558The player can also use this as a mouse-driven alternative to selecting teams. Left click a team icon to select or centre the appropriate team. Right click a team icon to save the current group to this team.
     559
     560Furthermore, if a team is currently selected, its team icon will be highlighted.
     561
     562'''4.2. Text Messages'''
     563
     564[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!TextMessages.jpg)]] Text Messages]
     565
     566''Appearance:'' Any messages sent to the player. Appears in the player's colour if notification from scenario scripting or one of his own units (unless script specifies otherwise). If the message came from another player, it appears in that player's colour.
     567
     568If the player has received any messages, these are listed below the Team Tray, aligned to the left-hand side of the screen. They will be removed some time after being displayed.
     569
     570'''4.3. Border Timer'''
     571
     572[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!BorderTimer.jpg)]] Border Timer]
     573
     574''Appearance:'' '''14x14''' icon and accompanying counter text in the top right corner of the screen.
     575
     576This mm:ss timer appears whenever borders are "up". It displays the amount of time left until units cease to suffer attrition damage while in enemy lands. Once the timer reaches zero, the Border Timer will not be displayed for the remainder of the game.
     577
     578'''5. SUB-WINDOWS'''
     579
     580Sub-Windows are additional windows that appear over the game window during a game session. They are typically triggered by a Menu Button.
     581
     582In a single-player game, the game will automatically pause while a Sub-Window is active. Multiplayers obviously do not get this luxury, and actions will continue in real-time.
     583
     584'''5.1. Objectives Window'''
     585
     586The Objectives Sub-Window displays information and advice about a scenario, and the requirements that must be met in order to complete it. It is split into a number of tabs:
     587
     588'''5.1.1. Tab: Objectives'''
     589
     590[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!ObjectivesWindow.jpg)]] Objectives Tab]
     591
     592This tab displays a list of victory conditions that must be met in order to complete the scenario. Objectives are dynamic, and through triggers can be introduced during the course of a game, or even removed from the list if the situation changes.
     593
     594When objectives have been achieved, they will be marked to indicate success (or failure) via a checkbox.
     595
     596The player is informed when an objective has been completed, or the objectives list is updated.
     597
     598'''5.1.2. Tab: Instructions'''
     599
     600[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!InstructionsWindow.jpg)]] Instructions Tab]
     601
     602This tab displays the scenario's Instruction text, which is used to describe a scenario or provide historical background.
     603
     604'''5.1.3. Tab: Hints'''
     605
     606[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!HintsWindow.jpg)]] Hints Tab]
     607
     608This tab displays the scenario's Hints text, which provides advice and tips to aid the player in completing the scenario.
     609
     610'''5.2. Game Menu Window'''
     611
     612The Game Menu Window has the following options: '''Help, Achievements, Load, Save, Restart, Settings, Log, Resign, Return'''.
     613
     614'''5.2.1. Help'''
     615
     616Open and navigate the online manual in the game window. See [http://forums.wildfiregames.com/0ad/index.php?showtopic=702#History Main Menu: History] for more information.
     617
     618'''5.2.2. Achievements'''
     619
     620Shows the current scores, statistics and achievements of each player. Displayed at post-game, or can be called up at any time during a game session.
     621
     622There is also a Save Recording button here, which can be pressed to save a recording of game progress up until this point to disk for future playback. See [http://forums.wildfiregames.com/0ad/index.php?showtopic=55 Game Recording] for more information.
     623
     624 * Time Elapsed: The amount of time that has elapsed since the game session began (in hh:mm:ss format). This refers only to game time; time spent in pause mode is not included.
     625
     626 * Current Season: The current season for the session (Spring, Summer, Autumn or Winter).
     627
     628 * Player Information: The name and colour of each player. There are also two icons that can appear alongside a player's row, indicating that the player has received a commendation.
     629
     6301. A medal; equals the most valued player (the player with the current highest score).
     631
     6322. A crown; if the session has been completed, indicates the victor of the session.
     633
     634The Achievements screen displays the following attributes for each player, in a table format. The data is split into a number of categories, controlled by tabs. The field with the highest value for a column is highlighted.
     635
     636'''5.2.2.1. Military'''
     637
     638 * 1. Units trained, 2. enemy units killed, and 3. player units killed.
     639 * 4. Buildings constructed, 5) enemy buildings destroyed, and 6) player buildings destroyed.
     640 * 7. Number of Civ Centres built (provinces claimed).
     641 * 8. Number of enemy Civ Centres destroyed.
     642
     643'''5.2.2.2. Economy'''
     644
     645 * Resources Gathered: 1. Food, 2. Wood, 3. Stone, 4. Ore.
     646 * 5. Tribute paid.
     647 * 6. Tribute received.
     648 * 7. Resources traded.
     649 * 8. Resources spent.
     650
     651'''5.2.2.3. Research'''
     652
     653 * 1. Number of Techs researched.
     654 * 2. % of available techs researched.
     655 * 3. Time advanced to Town.
     656 * 4. Time advanced to City.
     657
     658'''5.2.2.4. Score'''
     659
     660A player's score is calculated as follows (currently a direct transfer from AoC for initial values):
     661
     662 * 1. Resources: 1/10 point per Resource Point deposited in player's Resource Pool. For example, each time a Citizen Soldier or Female Citizen deposits 10 food, the player receives 1 point. Receiving a tribute of 500 gold is worth 50 points, and so on. The player sending the tribute loses the point value of those resources.
     663
     664 * 2. Production: Constructing buildings, creating units, and researching technologies doubles the point value of resources. For example, gathering 30 wood provides 3 points but building a House (which costs 30 wood) provides 6 points. Thus, researching a technology that costs 50 food and 10 gold provides 12 points. The resources used to build or research are subtracted from the player's score, so the 12 points in this example actually only result in a net 6-point score increase.
     665
     666 * 3. Kills: When a player kills a unit or destroys a building, its production cost is added to the player's score of the player who kills them and subtracted from the score of the player who owns the unit. For example, if creating a unit costs 50 food (5 points), it is worth 10 points after being created. If the player kills the unit, 10 points are added to the player's score and 10 points are deducted from the opponent�s score.
     667
     668 * 4. Exploration: Each 1% of the map explored = 10 points.
     669
     670 * 5. Total: The total score created by combining all these sub-scores.
     671
     672'''5.2.3. Load'''
     673
     674[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!LoadWindow.jpg)]] Load Window]
     675
     676Opens a window listing all games saved under the current profile for the current game type (for example, only campaign games are visible while in a campaign).
     677
     678The same layout is used for all game types, and include:
     679
     680 * Single Player Campaign.
     681 * Single Player Random Map (Skirmish).
     682 * Single Player Replay.
     683 * Multi Player Random Map.
     684 * Multi Player Replay.
     685
     686Each saved game is date-stamped, and in addition to the game name includes other helpful information such as its scenario and how much time had elapsed in that scenario.
     687
     688From the Load Game window, the player can select the saved game he wishes to restore. The player can also choose to Delete any saved game in the list (which requires confirmation), or Cancel to return to the previous window.
     689
     690'''5.2.4. Save'''
     691
     692[[[Image(http://0ad.wildfiregames.com/~gamedesign/GUI/!GameSession/!SaveWindow.jpg)]] Save Window]
     693
     694The Save Game window is used to save the current game for future retrieval (assuming that the player doesn't wish to use the quick-save hotkey). The window lists all games saved for the current game type (as mentioned in Load).
     695
     696The player can save a fresh game with a unique description, or overwrite an existing saved game (which requires confirmation). The player can also choose to Delete any saved game in the list (which also requires confirmation), or Cancel to return to the previous window.
     697
     698'''5.2.5. Restart'''
     699
     700The player can select this option to begin the current scenario from scratch. This option is only available in Campaign games.
     701
     702The application will request confirmation before performing this action.
     703
     704'''5.2.6. Settings'''
     705
     706Provides access to those sections of the Options Menu that can be modified during a game session. See [u]'''''[http://forums.wildfiregames.com/0ad/index.php?showtopic=702#Options Main Menu:Options]'''''![/u] for more information.
     707
     708'''5.2.7. Resign'''
     709
     710The player can choose Resign to quit the current game session and return to the main menu.
     711
     712The application will request confirmation before performing this action.
     713
     714'''5.2.8. Log'''
     715
     716The message log displays a sequential list of all messages received by the player during the course of the game. These include chats, alerts, objective updates, etc. (Any text that has overlayed the Battlefield Window.)
     717
     718'''5.2.9. Return'''
     719
     720Choose Return to close the menu and return to the game.
     721
     722'''6. POST-GAME'''
     723
     724When the final condition to trigger victory or failure is accomplished, a banner message appears on the screen, and the game is paused, even in MP. The game cannot be unpaused.
     725
     726In this frozen state, the battlefield remains visible, so that the player can browse his environment, or access the game menu.
     727
     728In the game menu, the "Resign" option is replaced with "Finish". On selecting "Finish", the player will be returned to the Campaign Menu for a campaign game, or the Session Creation menu for a non-campaign game.
     729
     730'''6.1. You are Victorious! '''
     731
     732If the player has succeeded, he will have full access to game menu options. In a campaign game, this scenario will be marked as completed, so that the next scenario in the campaign can be accessed from the Campaign Menu.
     733
     734'''6.2. You Have Been Defeated! '''
     735
     736If the player has failed the scenario, the Save option is not available from the menu. Otherwise, all menu options are available, so that he can view his Achievements, restart, reload or quit.
     737
     738'''7. KEYBOARD COMMAND LIST'''
     739
     740Below is a quick-reference of all keyboard-driven hotkeys available in a game session (entries with an @@ hotkey means that a hotkey hasn't been assigned yet, or the assignment is delayed until we have the complete list):
     741
     742'''* Cursor Keys: '''Scroll Battlefield Window.
     743'''* /: '''Hold down to activate fast scrolling.
     744'''* +: '''Zoom in.
     745'''* -: '''Zoom out.
     746'''* Esc: '''Deselect the Selected Object, or cancel an order.
     747'''* O: '''Hold down to display the foot circles of all player objects on the screen for a quickly check-up.
     748'''* 1..0:''' Select Team. Press again to centre on Team.
     749'''* Ctrl+1..0:''' Save current group/unit/building as this Team (a unit can only be part of one Team at a time).
     750'''* Shift+1..0:''' Add current group to this Team.
     751'''* Alt+1..0:''' "Check up" on this Team; the screen will centre on them for as long as the player holds down the key. Once released, the view will snap back to its previous position.
     752'''* Home:''' Centre on the currently selected object.
     753'''* H: '''Centre on the player's Civ Centre building (or cycle through multiple Civ Centres).
     754'''* Space Bar:''' Centre the screen view on the last "flash point" (notification alarms indicated by a flash on the Mini-Map, such as a unit under attack or a building that has finished production).
     755'''* Pause:''' Pause/unpause game. Player objects can be queued tasks while the game is paused. SP only.
     756'''* .: '''Idle Worker Button: Centre on and select the next Citizen Soldier or Female Citizen that is not currently performing a task. (This might have to be limited to Infantry Citizen Soldiers within range of a player-controlled building so that units not being employed on military maneouvres against the enemy aren't considered economically idle).
     757'''* .: '''Idle Military Button: Centre on and select the next military unit that is not currently performing a task.
     758'''* Ctrl+Dn:''' Minimise Control Panel.
     759'''* Ctrl+Up:''' Maximise Control Panel.
     760'''* !PgUp:''' Previous Tab Button.
     761'''* !PgDn:''' Next Tab Button.
     762'''* [:''' Previous Context-Sensitive Cursor.
     763'''* ]:''' Next Context-Sensitive Cursor.
     764'''* @@:''' Toggle Team Tray.
     765'''* @@:''' Toggle Border Timer.
     766'''* @@:''' Toggle Resource Pool.
     767'''* @@:''' Fire Signal Flare; place a warning signal on the map that is visible to other players, used to indicate important locations in multiplayer.
     768'''* @@:''' Toggle Terrain on Mini-Map (allowing easier view of blips).
     769'''* @@:''' Units on Mini-Map: Cycle through which units are viewed on the Mini-Map: (All)/(Military Units Only)/(Support Units Only)/(None: Terrain Only).
     770'''* @@:''' Toggle Coloured Blips: Yes (each unit/building is shown in the faction's colour)/No (all enemy objects (those not belonging to the player and his allies) are shown in the same colour, making them distinct from the terrain).
     771'''* @@:''' Toggle Tool Tips: Enable/Disable the Information Text Window, making this area of the screen visible to the player.
     772'''* @@:''' Toggle Player Status: A small text readout appears just above the Mini-Map, displaying the name of each player, and their current score, sorted by the highest to lowest score. Each player's text is displayed in the appropriate player colour.
     773'''* @@:''' Toggle Track Information: When enabled, a text row will appear in a vacant corner of the screen displaying the title and artist of the current music track that is being played (extracted from the file's header information). This information will then fade out within a few seconds. If left enabled, this information will continue to appear whenever a new track is played.
     774'''* Delete:''' If the currently selected unit or building belongs to the player, it is immediately killed (command does not work for ships and other garrisoned units).
     775'''* Print Screen:''' Take a snapshot of the current screen, and save it to file. This screenshot facility will be very helpful when communicating ideas or reporting bugs during development.
     776'''* Tab:''' Cycle between sub-groups in a unit group.
     777'''* Shift+Tab:''' Cycle backwards between sub-groups in a unit group.
     778'''* ?: '''Access the appropriate link in the online manual for whatever is currently hovered.
     779'''* Enter: '''Open chat console/send message.
     780'''* Ctrl+Enter: '''Open chat console for allies.
     781'''* Shift+Enter: '''Open chat console for enemies.
     782'''* Ctrl+R:''' Save the current game recording to a "quick-save" record file without having to access the Achievements Screen to do so. See GUI document [u]'''''[http://forums.wildfiregames.com/0ad/index.php?showtopic=55 Game Recording]'''''![/u] for more information.
     783'''* Ctrl+S: '''Quick-Save game.
     784'''* Ctrl+L: '''Quick-Load game.
     785'''* Ctrl+M: '''Skip to next music track.
     786'''* F1: '''Detailed Help: Access the Online Manual, which provides detailed online help about the game.
     787'''* F2: '''Open/Close the Objectives Menu.
     788'''* F3/Ctrl+A: '''Open/Close the Diplomacy Panel.
     789'''* F4: '''Open/Close the Achievements Menu.
     790'''* F10:''' Open Game Menu.
     791
     792'''8. GLOSSARY'''
     793
     794'''* Battlefield Window:''' The player's view of the battlefield.
     795'''* Civ, Civilisation: '''A specific civilisation in the game; a sub-culture eg: Roman.
     796'''* Company:''' A group of units.
     797'''* Company, Saved: '''A Company mapped to a number key (1-0) for easy access.
     798'''* Control Panel:''' The primary control interface during a game session (the GUI occupying the bottom of the screen).
     799'''* Culture:''' An art and audio set for a group of civilisations, sharing building layout and Control Panel Layout. eg: Hellenistic.
     800'''* Focus:''' The entity that the mouse cursor is currently hovering over.
     801'''* Focus, Active:''' A focus that has been right-clicked, causing the Selected Object to interact with it.
     802'''* Object, Interface:''' A component of the GUI, such as a button or icon.
     803'''* Object, Player:''' A World Object owned by the player, such as one of his buildings or units.
     804'''* Object, Selected:''' A World Object that is currently selected by the player. The attributes of the currently selected Object are shown on the Control Panel.
     805'''* Object, World:''' An object in the world, such as a building, unit or resource. Terrain backdrops and other non-interactive scenery are not considered World Objects.
     806'''* Session GUI:''' The Graphical User Interface used exclusively for the "meat" of the game: interacting with the player's fo