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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!

55,363 views 63 replies
Reply #26 Top
  • Larger inventory icons and quantities on the main page
  • Higher contrast on tactical map outlines for squares to visit
  • Consistent use of the Escape key for quitting out of menu options
  • The end of modal dialog boxes, like town upgrades that don't provide you with enough detail but force you to make a decision. Something like Endless Space's notification system that allows you to see the option and go in or out of it is very handy. Easily my highest request for improvements.
Reply #27 Top

The ability to set the AI's personality traits (stuff like greedy, paranoid, etc.) on the customize opponents screen. 

Reply #28 Top

Quoting Lord, reply 26



The end of modal dialog boxes, like town upgrades that don't provide you with enough detail but force you to make a decision. Something like Endless Space's notification system that allows you to see the option and go in or out of it is very handy. Easily my highest request for improvements.
End of Lord's quote

 

This gets my highest endorsement as well.

Reply #29 Top

I've been asking this for a long time but no luck, so I will once again repeat it here:

 

PLEASE add a notification (like the enemies in your territory notification) for NEUTRAL armies entering your territory!

I am hoping this would be a small change, using the same UI and functionality of the hostile army notification (an icon on the RHS - clicking on it goes to the army) but it would be a GREAT benefit to all of us players who have to keep "visually" patrolling their borders in order to find neutral armies / pioneers and tell them to get off their land, only to have them do it again in the next turn... 

It also eliminates an unfair advantage, since the AIs presumably have an instant (coded) notification when we enter their territories, while we have to visually check all our borders EVERY TIME

I hope this is a simple enough fix that you can include it in 1.4 ... 

Thanks again for a great game that is quickly evolving to legendary status, 

Bendiwolf

Reply #30 Top

Can the skill/spell school icons in the display when choosing which champion to pick be made a bit larger?  Especially for higher level champions that have a number of picks, it can be maddening getting the right mouseover.  Literally spent multiple minutes mousing over teeny-tiny icons to try to get the right one to select.

Reply #31 Top


- Currently, when a player has the Binding ability, when a shard is captured it will show the number of turns until it spawns its next elemental. However, when that shard is part of a city, it loses this UI information. Can there be some way of selecting buildings and structures within a city, and show the relevant information so that we may know those important details....like how many turns until the next Binding spawn.

- Merc Camps I think also have this same problem.

I do not recall....does anyone else recall if there are other structures/buildings that have similar concerns?

- Another small item: The particle effects for mages still does not show up for custom sovereigns in the game creation screens. https://forums.elementalgame.com/444994/page/1/#3364722 

Reply #32 Top

This may interest only me, but I'd like to be able to see coordinates of the square the pointer is on. It can be relative to a fixed point, like the first square of my first city - so that there's no hint to the size or shape of the map, or where I started on it. But when I'm sending a scout around, it would be nice to remember exactly where that Arena was when I'm later trying to look through the fog of war. I understand that I can't see what's there now, and I'm with that, but the location of something I've already seen close up isn't a secret.

Reply #33 Top

I would like to easily transfer between the diplomacy screen and the relationship details screen.

Reply #34 Top

First of all, I'm loving the Legendary Heroes!  Thanks so much for all your great work on what has been a long, hard road.  I've been on board since the original WoM beta and its been great to watch the game evolve and grow into its own.  Keep up the good work!

Now a few twitchy UI things:

1)  The pointer misalignment issue in the tactical screen is a big one in my book.  It doesn't seem as prevalent in FE as in WoM but still there occasionally. Really frustrating when it rears its ugly head and sends my troops to the useless square next to the one I really wanted to navigate to.

2)  Navigation through the mini-map doesn't seem to function very well, or again there is some kind of pointer misalignment that causes the map to center on a point offset from where I clicked on the mini-map.  Also the rectangle "view outline" on the mini-map doesn't seem to track my view very consistently either.

3)  Brighter movement square highlights (both possible selection highlights and hover highlight) in the tactical maps, again frustrating when troops head to the wrong location because I can't see exactly what tile I'm highlighting.

4)  It would be nice to be able to see troop statistics on city defenders.  Currently the city screen just shows the token for the type and number of each unit but doesn't provide any detail on the attack, defence, etc.

5)  The UI should mask the background.  Specifically, I have noticed that when there is an enemy unit, resource, or city under the mini-map and I mouse over to try to select a given location on the mini-map the cursor changes to the "attack" swords icon and makes selection of a position more difficult.  I believe the same is true of the mini-city screen and some of the pop-up notifications too.

6)  When my research selection screen pops up at the beginning of the turn the cursor pretty consistently changes to the "attack" icon and again makes button selection awkward.  This seems to be more of a problem in the later game so may be a resource issue.

7)  And most importantly, BRING BACK THE BABY MAKING!!!! Hahaha, I loved this feature in WoM, I thought it was so novel and added an interesting tangent to the game.  Plus it was always a surprise to see how ugly your children were when they grew up!

Thanks again for your hard work guys, I'm looking forward to the next iteration!

Reply #35 Top


Got another one:

Not really UI, but display...nevertheless, it annoys me to no end so I'm going to mention it again:

When building cities that creep up against hills and mountains, the hill/mountain terrain will lower to that of a city tile, OR if it's next to a city tile, it will lower to that of a plains tile, DESPITE still being hills/mountains. This drives me up the wall....across the ceiling....and back down the other side.

Is it ever pretty please possible to have several generic city tiles?? You'd really only need 6 that are rotatable.

  1. The existing flat tile (rotate that one all you want XD)
  2. The tile where 1 corner is raised to the approx height of a hill
  3. The tile where half the tile is raised to the approx height of a hill
  4. The tile where 3 corners are raised to the approx height of a hill
  5. The tile where 2 opposing corners are raised to the approx height of a hill.
  6. The tile where the flat tile is raised to the height of the hill (rotate that one all you want too XD)

This way, the surrounding territory can still attempt to merge with the neighbouring city tiles, but that it would be WAY more forgiving, allowing for the intended landscape to still be seen.....AND have an added bonus of being able to design and create some REALLY cool looking cities.

Reply #36 Top

I HATE THAT I CAN SEE WHAT ENEMY CITIES ARE BUILDING.

 

That's definitely a unique UI issue. TAKE IT AWAY! Or at least give me the option to hide it!

Reply #37 Top

Quoting XWerewolfX, reply 36

I HATE THAT I CAN SEE WHAT ENEMY CITIES ARE BUILDING.
That's definitely a unique UI issue. TAKE IT AWAY! Or at least give me the option to hide it!
End of XWerewolfX's quote
  In a game I was attacking a faction that was building erog's tower.   I waited for them to complete it before taking the city.  Interestingly, they rushed it, it had like 9 turns left then the next turn it was done.   Then I took the city and kept the tower. 

Reply #38 Top

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. 

Reply #39 Top

On the strategic map I would like to see the unit borders colored yellow or something if my units already have orders such as waypoints queued. 

Reply #40 Top

Quoting Tirawa, reply 1

1.  Fix Mouse pointer bug that has been around since WoM and is plaguing a ton of people: https://forums.elementalgame.com/446915/page/1/#replies
 
End of Tirawa's quote

 

^ This.  This should be at the very top of this list to fully address in this patch.  The infamous cursor bug is hands-down the biggest UI-related problem with the game.  While it may not impact everybody, it impacts more than enough of us to be worth addressing.  It's been 3 years... the same ol' bug since WoM all the way up to Legendary Heroes 1.3.  It's been reported so many times on this forum and all over the internet. 


Please fix this.

Reply #41 Top

Fixed some annoying mouse behavior today.  Going through this list.  

If I can code it in within a reasonable time, I'll try to get it into 1.4. Otherwise, it might wait for 1.5 or later.  I've asked for someone to fix some map editor bugs that have been driving me crazy-er.

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.  

Reply #42 Top

Quoting Frogboy, reply 41
fix some map editor bugs that have been driving me crazy-er
End of Frogboy's quote

PLEASE! This is why I made my own editor to fix rivers!

Quoting Frogboy, reply 41
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

Is moving to Michigan a requirement?

Reply #43 Top

Quoting Frogboy, reply 41

Fixed some annoying mouse behavior today.  Going through this list.  

If I can code it in within a reasonable time, I'll try to get it into 1.4. Otherwise, it might wait for 1.5 or later.  I've asked for someone to fix some map editor bugs that have been driving me crazy-er.

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

Oh if I could apply for the position and not sound desperate. For me applying for a job at Stardock is like asking out the hottest girl in school. No matter how much I psych myself out for it. The only thing I can get on the damn cover letter is "I like games". 

Reply #44 Top

I've suggested this before.  Formation options:

Formation options graphic #1

 

Formation chooser

 

As I mentioned before, when units are placed, the game will try to overlay the formation onto the map as best it can, shifting individual units that would otherwise be placed in impassable squares to the nearest 'legal' square, which would of course disrupt the formation a bit, as it should.

This way, each side/player does not manually place each individual unit onto the battlefield before combat (preplacement), something that Brad doesn't like.  Instead, this would happen in the background, based on your formation choice, with the game AI shoehorning your formation into your starting location as best it can.

This would be a significant change, hence it might be good for an expansion of some sort.

 

Even without the formation options, it'd still be nice to be able to manually shuffle units in your stack, to influence their placement on the map. My suggestion is that oval 1 should be towards the back/furthest from the enemy, and oval 9 towards the front/nearest the enemy of the available placement squares on any given map, although the opposite order might also work (1 closest/9 furthest).

 

Now that I have a better understanding of how map placement is determined (thanks to the map builder utility), essentially, you would designate 15 placement squares on the map, with each formation choosing 9 of those 15 squares for placement.  Example:

 1   2   3   4   5

 6   7   8   9  10

 11 12 13 14 15

These are all of the available placement squares. 

The Wedge places units 1-9 as follows: 13 - 8 - 12 - 14 - 7 - 9 - 3 - 11 - 15

Reverse Wedge places units 1-9 as follows:  13 - 8 - 7 - 9 - 3 - 2 - 4 - 1 - 5.

And so forth... any sides that exceed 9 starting units for whatever reason (i.e. cities) would fill out the remaining 6 squares, or perhaps designate different squares for the city defenders.

 

So map makers would choose the 15 starting squares for each side, and the formation picker would place the formations into the designated 9 (or less) squares.  Each map could have several variants with different starting locations, so as to keep players on their toes a bit.

BTW, I decided after I made graphic # 1 that the Line Abreast formation wasn't practical, hence my not including it in the second graphic above.

 

Reply #45 Top

Also, on the builders forge utility, some of us do not have scroll wheels on our mice, laptops, etc., or in my case my marble mouse DOES have a scroll wheel function that the forge does not recognize.

It'd be nice to have some keyboard shortcuts for zoom in-out using the builders utility, instead of/in addition to just the scroll wheel.  It is rather difficult to build new tiles when you can't zoom in... and I like the mouse I have (helps me avoid carpal tunnel issues).

Reply #46 Top

Quoting tjashen, reply 45

the mouse I have (helps me avoid carpal tunnel issues).
End of tjashen's quote

 

Do tell?

Reply #47 Top

In no particular order:

1: On Diplomacy Screen, mouseover the "Friendly" bar should give a tooltip which says why they are angry/ friendly, so you don't have to exit and go into the Foreign Relations screen to find out.

2: On Diplomacy Screen, have an "Are you sure?" box if you click on Declare War. Or put it somewhere away from the other options with a "Don't touch unless you mean it" colour. At the moment it's ridiculously easy to Declare War by accident.

3: On Diplomacy Screen, the box to add or subtract a resource should never cover the perceived value of the trade. It's too easy to add too much of an AI resource by accident because you couldn't see how much they valued it.

Which brings me to 4:

4: Make it possible to cancel a technology trade without having to exit the Diplomacy Screen. After you've added technology you can't adjust the size or delete it.

5: When you receive an offer of Trade treaty or whatever from the AI, you need to know a: what your current gold level is (so you don't go negative by accident) and b: you need to know exactly what the effects of having the treaty are. E.g. paying tribute also implies enforcing peace for several turns. I can't remember off the top of my head if this has been already fixed, but it also didn't used to show you how much extra research, gold etc. you would get, whereas it does if you agree the treaty from the diplomacy screen.

6: When browsing the Technology Tree, do not select a new technology to research just because I've selected a different technology tab. Yes you can select "Cancel" rather than "Done", but it's too easy to change what you're researching by accident, just because you were researching Civilization and you went to browse Warfare. Either don't select a new technology unless you click on something, or grey out the "Done" button unless you actually clicked on a new technology.

7: Give me a Heroes tab in your Kingdom lists. Or give me some other way of finding a hero. I have in the past "lost" a hero who was guarding an Outpost, so appeared nowhere on the left hand side of the screen. A list of troops who are on Guard duty would be handy as well.

8: Show the mana cost and casting time of spells in the Traits tree, so you can work out which spells are relatively cheap or expensive.

Thanks,

merlin

 

Reply #48 Top

One more:

At the moment unused Essence slots are grey, which is quite hard to spot unless you're really looking for it. It's easy to forget you have unused city Essence slots, especially just after you've conquered an enemy city, and 95% of the time it's a mistake if there's an unused slot; some sort of prompt or hint or way to easily find them would be nice. There may be legitimate reasons why they're unused, most obviously if you don't have enough mana, so nothing too intrusive. But one or more from: a: highlight empty essence slots above a city in red on the strategic map; and/or b: have an easy way to select cities with empty Essence slots, e.g hotkey "E" or whatever; and/or c: highlight empty essence slots in red in the city info screen; and/ or d: highlight empty essence slots in the list of cities in your kingdom; and/ or e: the first time you build or capture a city, take you to the city info screen (would work best with the red highlighted essence slots). Maybe only for capturing; I think most players would be interested in seeing what buildings there are in a captured city, and as I say it tends to be captured cities where I forget. On the other hand the city info screen is going to be pretty boring for a newly built city.

Reply #49 Top

Quoting merlinme, reply 47
6: When browsing the Technology Tree, do not select a new technology to research just because I've selected a different technology tab. Yes you can select "Cancel" rather than "Done", but it's too easy to change what you're researching by accident, just because you were researching Civilization and you went to browse Warfare. Either don't select a new technology unless you click on something, or grey out the "Done" button unless you actually clicked on a new technology.
End of merlinme's quote

 

oldie but goldie

+1

Reply #50 Top

Quoting cardinaldirection, reply 46


Quoting tjashen, reply 45
the mouse I have (helps me avoid carpal tunnel issues).

 

Do tell?
End of cardinaldirection's quote

 

I use the Logitech Marble Mouse.  While I picked it primarily because I'm left handed (many trackballs are designed for right handers), and it has a symmetric layout, I've been using iterations of it for well over a decade now.

http://www.logitech.com/en-us/product/trackman-marble

Once you get used to not dragging the mouse back and forth across the table/mousepad, it's quite nice IMHO.  It has mixed reviews r.e. use in first person shooters (some like it, others don't), but for things like painting in Photoshop and such, I like it a lot, and there isn't another mouse on the market that I'd rather have. 

There have been a few reports of the more recent versions of the Trackman-Marble Mouse not lasting as long as the older ones (button contacts wearing out over time), but my most recently purchased one has been doing quite well so far (it's about 3-4 years old now).  I probably have a half dozen of them floating around, for different computers.    I always pack one with my laptop.

Of course, it still has a USB cord, so for those of you that like your rechargeable wireless mice, that may be a consideration.

I SO do not miss dragging mice across the table!