UI help and/or QoL feature requests

Hi all,


First of all, let me say I love this game and I really appreciate that Stardock is still releasing weekly patches.

Anyway, I have been bothered by a few UI limitations and I was hoping that either there is a secret workaround that I haven't discovered or that there isn't a workaround and maybe a dev will see this and think "oh I could fix that in an hour".  So here we go:

1) Planet screen - Once I select a building in the right bar, I cannot easily unselect it (except by leaving the screeen, selecting another building).  Why would I want to do this?  I want to select resource tile to figure out what it's good for.

2) Colonization decisions - I usually send out many colony ships on autopilot.  When a colony ship arrives, I get a non-postponable colonization decision for a planet that I don't remember (Was it a ghost world?  Is it deep in my space or on the frontier?).  This is important because I usually like to stack bonuses (e.g. a ghost world is going to go pure research and therefore I don't care about wealth bonuses).  Now I suppose some purists will always choose Benevolent/Pragmatic/Malevolent, but I like to consider all aspects before making this decision.

3) Starbase module building - Similarly, I send out many constructors on autopilot.  When a constructor arrives at a station, I get a module building decision for a starbase I don't remember (Was this an elerium mining station or an antimatter mining station?  Is it in a safe spot?).  Fortunately, in this case, the decision is postponable, but things can get messy if multiple Constructors arrive at various starbases on the same turn.

Thanks!

50,904 views 6 replies
Reply #1 Top

I agree, especially with #2. Modal windows should be kept to an absolute minimum. It's irritating when a window pops up and prevents you from gathering the information necessary to respond to situation.

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Reply #2 Top

For number 2, I always have my colony ship stop next to the planet, then let the IDLE SHIP take me to it. I can then double check the planet information as well as re-assess if I still want that colony ship to take the planet or perhaps move on to another one that is higher quality but more recently discovered. I would then allow one of my follow on colony ships to take the planet. 

But yes, it would be nice to see that information on the ideology choice screen.

Reply #3 Top

For #3 you can also see what the starbase is doing by clicking on the "Effects" tab.

I agree those would all be nice QoL fixes though (UI needs a LOT of work).

Reply #4 Top

Thanks all, trying to get used to auto-piloting my contructors and colony ships 1 hex away from the real destination, but I still slip up sometimes.

Reply #5 Top

shortcuts for maxing out sliders on individual planets are my #1 wish

Reply #6 Top

N.1: I do not see the issue with #1 honestly. I never needed to actually unselect a building. If you need to know what a ressource tile does just hover for a split second over it and the tooltip will tell you. If the tooltip is not instant enough for you use CTRL ^^

 

N.2: I agree, SD should make the ideology decision postponable at least until the end of the turn.  Depending on your playstyle this has a potential to be very annoying.

 

N.3 : The fix for this is that SD should implement ''Right clicking'' the notification icon.  So when you get an upgrade Starbase prompt, you could right-click the prompt and it would center on the said base, or idle planet. This would save you an extra second everytime. As is I need to click done to get out of the build screen, check where the base/planet is and then click on it again to build my stuff.

 

I will add a N.4 : In the planet view, make is so you can shuffle around your planets while the ''Govern planet'' panel is open. I never use Global spending. I manually set the production wheel for each planet. Sometimes I want to quickly review my production wheels but I cant do it because I need to open and close the panel everytime I need to switch planet. SO ANNOYING!!