Hot keys, UI, and a couple other suggestsions

It is a fun game, and quite stable for a 1.0 release (grats and more grats on that ;)  After having played a bit, I have decided to suggest some improvements.  

The tree view on the left hand side of the screen to track units, cities, and quests is perhaps too flat, and requires scrolling a lot (particularly with many cities).  At high resolutions, the scroll buttons are small enough that it is easy to misclick on the background, and it is difficult to target the scroll bar to be able to scroll with the mouse wheel.  I would suggest making the scroll components constant size independent of screen resolution so that they are easy to work with.

But a simple approach to improving that interface that requires no change to the visuals (which are painful to modify) would be to add keys to jump through the city list.  I spend most of my scroll time looking for cities with empty build queues.  It would be nice to have hot keys to jump straight to the next city needing a new build specified.  Very nice.

Pressing 'C' is almost universally expected to center on the currently selected unit (or city maybe).  Pressing 'W' should make the unit wait to move later in the turn.

An interesting idea for the battlefield would be to allow a unit to pass and simply drop down one slot in the initiative list.  This would allow better sequencing of units rather than a take it or leave it choice.  For example, you might have a very high initiative melee unit who needs to wait one turn for the ranged attack to soften up his target.  Dropping down in the queue would allow going second without losing the whole turn and being stomped  by the enemy unit.

It is annoying that stopping in a city makes an army go into sentinel mode and drop out of the unit list.  I think going inactive should require a choice by the player.  Otherwise, an army should stay active and on the list even if occupying a city.  If your sovereign loses a battle, she should automatically wake up after healing so you don't forget when and where.

Another issue is that when a city expands and we choose its specialization, we cannot scroll around the map to see the geographic position or look at any other data.  It would be helpful if the dialog box were not modal, or if the choice could be put off and made later.  Most of the time when I see an upgrade, I am trying to look at the background location to decide what to do and I can't remember which city this is.

In the battle view, enemy units set up off map and are hard to see or target (if you can scroll, I missed that so far).  I used thunderstrike on a group just off the edge of the screen, and the screen recentered on the group, which surprised me and maybe there is scrolling.  But either way, the battles set up with enemies hard to see on the edges.

 

7,558 views 3 replies
Reply #1 Top

There is scrolling in tactical, but not by moving the mouse to the edge (like in strategic map view). You have to use click & drag to move the map view. Yes, this is somewhat inconsistent and without having played GalCiv2 (another Stardock game), I probably would not have guessed it myself.

Regarding your UI suggestions, I absolutely agree. Let me add some more things:

1) We need a "move" hotkey, e.g. "M", which lets units move along their path until their movement is used up. In the present situation, units with a set path move after clicking the end turn button. This has two drawbacks: First, they keep their green border in the tree view on the left indicating "I need attention/action" without actually needing it. Letting them move as far as possible with a simple hotkey (instead of manually clicking on the target again) would solve this. And secondly, if these units move after "end turn", they lose unspent movement points -- which is even more annoying.

2) Buttons for cycling through all cities and units (Home/End + PgUp/PgDown) are fine, but actually we need two more cycles: (i) cities without set building queue and (ii) units with movement points left. Or another way to do reach the same, for instance another button with toggles whether the four cycle keys cycle through all or the restricted set of cities/units.

3) This leads me to my third complain: there are two types of cities without building queue: those which actually need attention and those who don't because they are deliberately set to idle in order to get the research or gold bonus associated with it. Best would be a pseudo-object in the building queue ("produce gold/research/housing/whatever") like almost all other 4X games handle it.

Reply #2 Top

Quoting DrThrash, reply 1
2) Buttons for cycling through all cities and units (Home/End + PgUp/PgDown) are fine, but actually we need two more cycles: (i) cities without set building queue and (ii) units with movement points left.

 

For units with movement left, the TAB button cycles between them.

Reply #3 Top


Hotkeys yes, and an option to bind them yourself. (even ingame binding, for magic spells outside tactical combat)