UI Feedback

some information that I'm expecting to find is missing

When I'm starting a new game, I need more information:

What the faction I'm playing does.

Am I empire or kingdoms?

 

In combat, I need to know how to move my units to a specific point to attack someone; often they just seem to go to an arbitary square to engage the enemy, which sometimes leaves them in range of another unit that they would not otherwise be in range of, had they moved how I wanted them to move.

 

When I am designing units, I cannot see what makes pioneers do their pioneering thing, so that I can make pioneer variations with different abilities.

 

On the city screen, I want a tooltip for either the city level, or for the current population, that says the population required for the next city level.

 

General UI; I find it hard to see when one of my cities doesnt have a build queue, when I am concentrating on the messages on the right hand side. Somehow the eye does not easily flow from one side to the other.

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Reply #1 Top


When I'm starting a new game, I need more information:

What the faction I'm playing does.

Am I empire or kingdoms?
End of quote

The only great way now to know is by seeing if you can get Life or Death magic, or memorizing the various factions.


In combat, I need to know how to move my units to a specific point to attack someone; often they just seem to go to an arbitary square to engage the enemy, which sometimes leaves them in range of another unit that they would not otherwise be in range of, had they moved how I wanted them to move.
End of quote

Agreed. Showing the path taken has been requested by a bunch of people. I believe Frogboy wanted it for something else AI-related, so let's hope it makes the UI improvements list. It's a pretty big deal.

FYI- you can move the unit first and then attack. That's what I have to do since I can't trust the pathfinding. Again, I'm still relying on the path chosen to take me there OK, but as long as I can choose the final destination, the path to get there isn't as important.
 


When I am designing units, I cannot see what makes pioneers do their pioneering thing, so that I can make pioneer variations with different abilities.
End of quote

Yep. It's embedded behind the scenes and needs exposure in the UI.
 


On the city screen, I want a tooltip for either the city level, or for the current population, that says the population required for the next city level.
End of quote

That's a handy suggestion!
 


General UI; I find it hard to see when one of my cities doesnt have a build queue, when I am concentrating on the messages on the right hand side. Somehow the eye does not easily flow from one side to the other.
End of quote

Yeah. I wish it would at least put the ZZZ... as an entry along with the other notifications. Most times I want my cities making something if they can.

Good suggestions!

Reply #2 Top

Quoting Lord, reply 1
When I am designing units, I cannot see what makes pioneers do their pioneering thing, so that I can make pioneer variations with different abilities.
End of Lord's quote

IIRC, in Elemental WoM, there was some sort of backpack or some other equipment that enabled pioneer traits.  In FE that doesn't seem to be the case.

Meanwhile, another question about pioneers.  In FE, is there any point in training pioneers in groups, squads, or companies?