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UI Love

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11 years ago
Jul 12, 2014, 11:19:06 PM
At this point, the UI is decent, but not yet great. And, as no 4x game can be great without a great UI, I request some additional UI loving.



  • Even after I rename a city/region, quests will use the original name for that region. This sometimes makes it hard to complete quests, as the quest will use a name that is no longer on the map.
  • Need tooltips for unit capacities.
  • "Agile Mover" unit ability is mislabeled. The flavor text says this ability allows the hero to "teach all units of army to move more speedily." However, the functional text says "+1 smiley: speed on unit". Based on gameplay, it seems like the flavor text is correct, and the functional text ought to be changed to "+1 smiley: speed on army"
  • Should be able to stand on ruin hexes. Right now, if I right click on a ruin, the UI asks me what I want to do there, and "move to" doesn't seem to be an option. This makes it hard to put a unit on top of a ruin-type hex.
  • Ranged unit range ought to be printed on unit detail cards, and on weapon info.
  • On the empire overview screen, in the empire bonuses section, reformat the list of bonuses into some sort of hierarchical bulleted list. Something like:



{name_of_source}:

- {bonus1}

- {bonus2}

- ...

{name_of_bonus_source}:

- {bonus1}

- {bonus2}

etc.




  • Right now, season changes are shown only in printed numbers (e.g. "1-10 turns"). Rework the timer so that it shows upcoming season changes in both printed numbers and in graphical form. For example: use a clock-type format. Have an arrow pointing up-and-left, and a donut-shape disk that rotates underneath the arrow. The disk would have segments in different colors to indicate season, and the likelihood of change of season: dark green for summer, white for winter, mixed green/white for possible changing of season.
  • On hero abilities screen, better differentiate learned skills from learnable skills. The little white dashes above learned skills are too quiet.
  • When selecting multiple units from a garrison, only the left-control key works. If I hold down right-control, and click a unit, it selects only that one unit. (I'm left-handed, so I tend to mouse with my left hand, and use the right-control key for selection)
  • When on the world map, when I click on an army, I get a window showing all the units in that army. To see the level of those units, I have to click on units individually. I find this awkward. I wish that the first window, the one showing all units in that army, had some indicator of the level of each unit. Perhaps some sort of star-based icons on the unit thumbnails.



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11 years ago
Jul 14, 2014, 8:56:40 PM
TimBur wrote:


  • Even after I rename a city/region, quests will use the original name for that region. This sometimes makes it hard to complete quests, as the quest will use a name that is no longer on the map.
  • ...
  • Ranged unit range ought to be printed on unit detail cards, and on weapon info.
  • On the empire overview screen, in the empire bonuses section, reformat the list of bonuses into some sort of hierarchical bulleted list. Something like:



{name_of_source}:

- {bonus1}

- {bonus2}

- ...

{name_of_bonus_source}:

- {bonus1}

- {bonus2}

etc.




  • ...
  • When on the world map, when I click on an army, I get a window showing all the units in that army. To see the level of those units, I have to click on units individually. I find this awkward. I wish that the first window, the one showing all units in that army, had some indicator of the level of each unit. Perhaps some sort of star-based icons on the unit thumbnails.





Strongly agree with these.
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11 years ago
Jul 16, 2014, 11:39:23 AM
TimBur wrote:
  • Even after I rename a city/region, quests will use the original name for that region. This sometimes makes it hard to complete quests, as the quest will use a name that is no longer on the map.



  • That's already been reported, and they've acknowledge the issue.



  • Need tooltips for unit capacities.



  • They are allegedly already working on that.



  • "Agile Mover" unit ability is mislabeled. The flavor text says this ability allows the hero to "teach all units of army to move more speedily." However, the functional text says "+1 smiley: speed on unit". Based on gameplay, it seems like the flavor text is correct, and the functional text ought to be changed to "+1 smiley: speed on army"



  • That is, unfortunately, an issue they've had since Endless Space. THe tooltips are automatically parsed from the game-files so they're always up to date... and hard to understand until you learn its peculiar way of phrasing.



  • Ranged unit range ought to be printed on unit detail cards, and on weapon info.



  • It is, in a way. Ranged units always have a range of 3. "Precision" increases that by one, while "Short-sighted" decreases it by one.



  • When selecting multiple units from a garrison, only the left-control key works. If I hold down right-control, and click a unit, it selects only that one unit. (I'm left-handed, so I tend to mouse with my left hand, and use the right-control key for selection)



  • Again, unfortunately a problem they've carried over from ES.



  • When on the world map, when I click on an army, I get a window showing all the units in that army. To see the level of those units, I have to click on units individually. I find this awkward. I wish that the first window, the one showing all units in that army, had some indicator of the level of each unit. Perhaps some sort of star-based icons on the unit thumbnails.



  • I strongly agree with that one. I should be more easily able to see the rank of my units.
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    11 years ago
    Jul 19, 2014, 9:29:26 PM
    Hi everyone,



    Thanks for reporting those issues! I might have answers to a few of them at least.



    Even after I rename a city/region, quests will use the original name for that region. This sometimes makes it hard to complete quests, as the quest will use a name that is no longer on the map.
  • Need tooltips for unit capacities.


  • Those should be fixed in the next update (might even be in the unofficial beta branch). Tooltips are still very much WIP, but we'll get there smiley: smile



    Should be able to stand on ruin hexes. Right now, if I right click on a ruin, the UI asks me what I want to do there, and "move to" doesn't seem to be an option. This makes it hard to put a unit on top of a ruin-type hex.


    Well, I might have to check but I think that even if you can walk over a ruin, you cannot stop on it. They are "passable" but not "stoppable", if you get what I mean. When you're saying "This makes it hard to put a unit on top of a ruin-type", do you think of any other way to do it?



    When selecting multiple units from a garrison, only the left-control key works. If I hold down right-control, and click a unit, it selects only that one unit. (I'm left-handed, so I tend to mouse with my left hand, and use the right-control key for selection)


    Oh, sorry about that, we'll look into it!



    When on the world map, when I click on an army, I get a window showing all the units in that army. To see the level of those units, I have to click on units individually. I find this awkward. I wish that the first window, the one showing all units in that army, had some indicator of the level of each unit. Perhaps some sort of star-based icons on the unit thumbnails.


    Yes, there was something like that in Endless Space. We'll see what we can do.
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    11 years ago
    Jul 25, 2014, 2:48:03 PM
    Thanks to Cat for pointing out that I'd missed some of the info in the devs' summary posts.



    Thanks to Gavos for the reply.



    On the ruin-movement issue: I've been able to stop on a ruin through slightly sneaky methods. If you get to the edge of a ruin with 1 hex of movement remaining, then click on the hex that sits directly opposite from your army, on the other side of the ruin, your army will attempt to get to the hex-that-you-clicked-on, but run out of movement when it reaches the ruin, and end up stopped on the ruin.



    Gavos - it sounds like you've tried to intentionally make ruins "unstoppable." Why is this? If you can end a turn in a city or district tile, why would you not be able to end your turn in a ruin tile? To me, it seems nonintuitive to treat ruins in such a different fashion.
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    11 years ago
    Aug 4, 2014, 9:53:43 AM
    So, in the next build you'll be able to make multiple units selection with left/right Ctrl/Shift, this way everyone is happy :-)



    The unit level will also be displayed on the unit portraits.



    As for the "unstoppable" ruins, I think the idea is to be sure to have a place to make a quest army pop. We thought a lot about it, and that was this only solution working 100% of the times...
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    11 years ago
    Aug 4, 2014, 11:09:46 AM
    Hmm Im not fan of the current UI but its clean compared to ES.



    Anyway I think the UI dont need any major fix else some minor practical features !
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