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Few UI Suggestions

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11 years ago
May 6, 2014, 12:50:59 AM
I haven't played very much yet so I might be suggesting something that's already in the game hidden under some menu, or that other people have suggested, but some things I've found lacking:



-An option to display the gridlines for the map. The worlds are beautiful, but I personally find it uncomfortable to move units around without the outlines of the hexes to guide me. An option to display the grid, even if only while moving a unit, would be greatly appreciated. Seek showed me this is already in the game. All I can really ask now is that you make the grid just a little more visible. To that end, a Civ V-style radius of where your units can move within that turn would also be helpful.



-A lot of the text in the game I find hard to read. For example, the tooltips, especially for the factions when setting up a game - the font makes it seem like the spaces between words are often too small. It was also impossible to read the text during the loading screen.



-The most minor thing on the list, but when setting up a game and trying t change to a color an AI is using, the colors should just swap exactly as they do in Endless Space. I love that we can now change AI colors much more easily, but that feature should still remain.



-Added suggestion by Ashiver: When selecting a site to found a city, I would like to be able to clearly see in some way how much total FIDS I would get from picking that spot. It's also nice that I can see how much the individual surrounding hexes are all giving, but what I care most about is the total.



I'm new here now so I have no idea if these have been suggested before, so sorry if there are repeats. I also have no idea how to play the game why do my units keep losing to everything please help
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11 years ago
May 6, 2014, 4:55:22 PM
Some good suggestions, I would also like to see unit movement range visible especially. I know UI tends to get backburnered until the game is otherwise done at times, but I have a UI suggestion of my own as well.



When selecting a site to found a city, I would like to be able to clearly see in some way how much total FIDS I would get from picking that spot. It's also nice that I can see how much the individual surrounding hexes are all giving, but what I care most about is the total.
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11 years ago
May 6, 2014, 5:04:10 PM
@OP - Regarding your first point, there is a toggle for the hex grid in "next turn" button at the bottom right (it looks like a hex). You can also see movement radius by selecting a unit and holding the RMB down and dragging it around. It's not as clear as Civ 5's "M" button, but it works for me.
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11 years ago
May 6, 2014, 7:08:57 PM
Ashiver wrote:
Some good suggestions, I would also like to see unit movement range visible especially. I know UI tends to get backburnered until the game is otherwise done at times, but I have a UI suggestion of my own as well.



When selecting a site to found a city, I would like to be able to clearly see in some way how much total FIDS I would get from picking that spot. It's also nice that I can see how much the individual surrounding hexes are all giving, but what I care most about is the total.




As I recall, the UI in Endless Space was "done" when the game released in alpha - of course it was modified/added to base on user feedback (oh god, the original tax slider), but there wasn't much that was blatantly missing, and the UI was expanded heavily even while in alpha/beta. All I'm trying to say is, Amplitude does a good job of making sure people enjoy the game as much as possible.



As for the second suggestion, it's not a problem I've encountered yet but I'll add it to my first post for visibility.



Seek wrote:
@OP - Regarding your first point, there is a toggle for the hex grid in "next turn" button at the bottom right (it looks like a hex). You can also see movement radius by selecting a unit and holding the RMB down and dragging it around. It's not as clear as Civ 5's "M" button, but it works for me.




-Thank you so much! It's a bit fainter than I would like, but serviceable.



-I know it shows the white dots where you can and can't move, but that's something Civ also had that was separate from the radius. Civ V basically highlighted all of the tiles within your movement range for that turn, which is what I was hoping for. The current method is still acceptable, but highlighting the tiles that are in range would be a helpful addition.
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11 years ago
May 6, 2014, 7:57:31 PM
Fenrakk101 wrote:


-I know it shows the white dots where you can and can't move, but that's something Civ also had that was separate from the radius. Civ V basically highlighted all of the tiles within your movement range for that turn, which is what I was hoping for. The current method is still acceptable, but highlighting the tiles that are in range would be a helpful addition.




I used M a lot when Civ 5 first came out, but for the last few years, once I got used to the movement units have and the essential movement costs of terrain, I've used it much less. Maybe since EL is so similar it's just intuitive; I don't miss it as much as I expected to. I agree something like this can be very useful when learning a new game.
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11 years ago
May 7, 2014, 3:04:27 PM
I'd very much like a 'Jump to next City' button above the End Turn button. I haven't really experimented with the issue so I don't know if you can jump to cities through the city list but at present scrolling for me(I should really go see if I can turn up the scroll speed shouldn't I?) is rather slow which isn't an issue when my regions are close to each other, but as soon as I capture a city half way across the map navigating between the two areas without just using the 'Unspent Army Move Points' button takes quite a bit of time in my opinion.
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11 years ago
May 7, 2014, 7:01:29 PM
lukemacu wrote:
I'd very much like a 'Jump to next City' button above the End Turn button. I haven't really experimented with the issue so I don't know if you can jump to cities through the city list but at present scrolling for me(I should really go see if I can turn up the scroll speed shouldn't I?) is rather slow which isn't an issue when my regions are close to each other, but as soon as I capture a city half way across the map navigating between the two areas without just using the 'Unspent Army Move Points' button takes quite a bit of time in my opinion.




I found it somewhat jarring that the game had no minimap. It made sense for Endless Space not to have one, considering you could zoom out well beyond the map and rotate the camera with much more freedom, but the lack of a minimap here seems only to limit your options. That's only my first impression, of course, but it would be cool to be able to move the camera as freely as you could in ES.
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11 years ago
May 7, 2014, 7:39:26 PM
Fenrakk101 wrote:
I found it somewhat jarring that the game had no minimap. It made sense for Endless Space not to have one, considering you could zoom out well beyond the map and rotate the camera with much more freedom, but the lack of a minimap here seems only to limit your options. That's only my first impression, of course, but it would be cool to be able to move the camera as freely as you could in ES.




Minimap was also on my mind, but I don't know. I can't really describe it but I don't feel it would fit in with the game, not that it's a bad idea mind you.
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11 years ago
May 8, 2014, 5:12:15 PM
I don't really feel the need for a minimap. It seemed kind of awkward to me at first without one, but then I realized that zooming out far enough basically takes the place of a minimap/strategic view. It's especially nice that zoomed out, you can still quickly and easily tell where ruins, villages, resources, and cities are, as well as seeing units that are within your LOS. With as functional as the zoomed-out view is, a minimap would just be screen clutter and not really serve a purpose.
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11 years ago
May 8, 2014, 6:11:33 PM
Is somewhere a panel that give you the exact number of strategic resource per turn? If you put your mouse over the symbols it only give a description of the mineral but not the amount of it that you are producing.
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11 years ago
May 8, 2014, 6:24:21 PM
Korthulhu wrote:
I don't really feel the need for a minimap. It seemed kind of awkward to me at first without one, but then I realized that zooming out far enough basically takes the place of a minimap/strategic view. It's especially nice that zoomed out, you can still quickly and easily tell where ruins, villages, resources, and cities are, as well as seeing units that are within your LOS. With as functional as the zoomed-out view is, a minimap would just be screen clutter and not really serve a purpose.




I'd love a button that quickly jumped between the fully zoomed out and normal view too
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