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The UI request list!

The UI request list!

The time preordained from the beginning of things has arrived.

It is time to do some UI cleanup.

So in this thread, please feel free to make reasonable requests on changes/enhancements to the UI.  These should be things that fix problems that really really bug you.

Thanks!

55,366 views 63 replies
Reply #51 Top

Quoting Frogboy, reply 41

Incidentally, we are still hiring.  I'd love to add permanent, long-term people to the FE project that we pay via says of DLC.  
End of Frogboy's quote

Qualifications needed? Locations etc. ;)

 

Reply #52 Top

add more info on character XP and leveling on main screen and hover information when cursor is upon units.

 

also, recreate que and moving along que in a frieendlier manner, esp. when one has several lines of que

Reply #53 Top

Hire Parrotmath from afar. 

You practically have to. 

And I like the idea of formations. Do eeet!

Reply #54 Top

Quoting Illauna, reply 38

I'd like to be able to edit a player created faction or sov without having to do so by recreating it or editting xml. For instance my faction is a bit more red skinned then I wanted. Being able to make a slight tweak and test changes on the fly would be nice. 
End of Illauna's quote

I would like this - not so much "on the fly" but if I want to try a different combination of traits on my custom faction/sovereign in my next game, it would be nice to be able to edit them on new game start, rather than updating the XML directly. 

Reply #55 Top

I would like a notification when I visit a quest location of a quest that I already have cued to do. I.e. if I'm on "Kill the rats quest" and I visit an inn with the "Kill the rats quest", then I would like a notification saying that "Hey you are already on this quest!", or maybe more game feel,

"The inn keeper greets you and says, 'looks like you already have some things to do. Go ahead and finish that and I'll give you some work.'"

The current system, is that you walk over the location and nothing happens. (Leaving new players believing there is a bug, and vets saying, "well what quest is this in my list")

Reply #56 Top

Quoting parrottmath, reply 55
I would like a notification when I visit a quest location of a quest that I already have cued to do. I.e. if I'm on "Kill the rats quest" and I visit an inn with the "Kill the rats quest", then I would like a notification saying that "Hey you are already on this quest!", or maybe more game feel,

"The inn keeper greets you and says, 'looks like you already have some things to do. Go ahead and finish that and I'll give you some work.'"

The current system, is that you walk over the location and nothing happens. (Leaving new players believing there is a bug, and vets saying, "well what quest is this in my list")
End of parrottmath's quote

+1

Reply #57 Top

+1 to have something other than silence when you visit a quest you're already doing from a different quest location (such as two Inns with the same quest).

One more: if you use a spell to immobilize a stack you get told how long the immobilization will last. This doesn't seem to happen if a hero is killed; please could there be some way of seeing how long a recently killed hero will be immobilized for.

Thanks, merlin

Reply #58 Top

Quoting merlinme, reply 57

+1 to have something other than silence when you visit a quest you're already doing from a different quest location (such as two Inns with the same quest).

One more: if you use a spell to immobilize a stack you get told how long the immobilization will last. This doesn't seem to happen if a hero is killed; please could there be some way of seeing how long a recently killed hero will be immobilized for.

Thanks, merlin
End of merlinme's quote
 

 

Here's how I do it. 

 

Problem:  immobilized unit in a city doesn't show how long immobilized

Solution: use keyboard shortcut to kick the unit out of the city, then you can click on him and see how long the immobilization will last. 

Why it's bad:  the unit may be in danger out of the city, he doesn't get the extra healing from being in a city.  May end the turn of other units in the city if kicked out with him.

Reply #59 Top

I would like an in-game AI slider, so if the AI sucks too much I can crank it up. (not down though, thats cheating right?)

Reply #60 Top

The UI has bothered me for quite a while. However, until now I havent stopped to think what was the problem. Here is a few ideas I have in no particular order. 

 

TOO MUCH CLUTTER

The Sins of the Solar empire unit display is growing on me. However, it also clogs up a ton of screen real estate. I think a few right click menu options to allow you to configure this on the fly would help. Such as being able to turn off one of the notification types, allow grouping the cities by city types, and also see armies that are inside cities. Personally I would remove the city listings from the left side but thats just me. 

 

Important Notification Area

The notifications on the top right require multiple clicks to close. When you close all the notifications under a category the category should automatically clear. Also I think the icons need some work to make them flashier or more colors. It is really easy to miss because they basically black and white. I know this is moddable and I consider making a mod for this. 

 

End Turn Button

Every strategy game should steal the reminders from Civ 5. For those that don't know. Civ 5 forces you to give orders to all your units, assign production and set your research before you are allowed to hit end turn. This is a great help for newer players by teaching them the mental checklist (totally stole this from Day9). In my opinion this is one of the most innovative design choices the 4x genre has seen for some time and one of the easiest to implement. 

 

 

Reply #61 Top


I wonder if any of this will make it in the next patch(es)

Reply #62 Top

There's lots of little things I'd like, but there are 2 big requests I'd love to see:

- Would love the option to scale the UI. I have to reduce my desktop res down to 1680x1050 to be able to read the text comfortably. But that kills the crispness.

- Another gripe I have is how the game handles units that move long distances. Currently, if you select a party to travel a long distance the camera ignores them until they get to their destination. This could be improved by changing the current 'Auto Select Next Unit' to be worded as 'Auto Select Next Idle Unit' (current system), but add another option called 'Auto Select Next Active Unit' (keeps selecting all units with active move points whether they are idle or enroute). Likewise, an option to 'Follow Enroute Units with Camera' would be very nice.

 

 

 

 

Reply #63 Top

Any chance these suggestions might make it into future patches? We've hit two or three since this post and there's some great ideas in here.