mehoo462

mehoo462

Joined Member # 3025505
2 Posts 1 Replies 16,584 Reputation

(this would have been an edit, but i can't edit the post for some reason) "Hungrier I get for a Sins witha really well thought out interface. Will I be able to Mod these thigns into the game any time soon? " I guess as an RTSer what I'm looking for is an interface designed to reduce the number of clicks and keystrokes required to do anything. My solutions require 2 clicks at the most... the current solution seems stupidly click-happy by comparison. Which reduces the amou

16 Replies 22,001 Views

If we want to make and uber interface we can also create keyboard commands to access these things too... where Ctrl-Tab selects and scrols through the 4 event Reort Dialogs, once selected you can use the up and down arrows to scroll through the list of reports, and enter to go to it. (which will clear all selections) This way you can use only the keyboard, or only the mouse, or any combination you like. Ctrl-Tab, mousewheel, enter. That sounds nice. Clean, efficient, simple... INTUI

16 Replies 22,001 Views

Says [link="https://forums.sinsofasolarempire.com/?forumid=402&aid=175419#1448529"]here [/link] that you can't do that right now. I didn't know that the game ignores Windows mouse settings... that just adds fuel to my flame.

1 Replies 4,117 Views

The Report Dialogs are another area where mouse implementation feels primitive, and I dare say even Hackey. This feature is a very prominent, very power interface element... but it REQUIRES keyboard input to use. How many times have I had a glass of water in my hand and been mousing around my empire to see a report come up and go "oh, lets check it out." Go down there, fumble around with left click, right click, middle click... realize I can't get where I want to go without putting my

16 Replies 22,001 Views

Well, a fourth option, and best IMO, would be a similar to the first... where double-click would intelligently grab all the units of that type in the group. This is how most modern RTSs handle it anyway. It used to be units of that type on screen, but somewhere around SupCom and maybe even DoW, it would intellegently grab all the units of that type within a certain tacticallly significant area. So if i had 9 light frigates on the left side of my screen, and 7 on the right

16 Replies 22,001 Views

"The UI does an admirable of providing as much information as possible." The research cue is the only one that seems REALLY important. I hadn't tried hovering over the reserach button, that's good to know. But it's still a pain to reorder them... especially since you can see the cue order from the main screen, but NOT the research screen?!

5 Replies 9,367 Views

I notice there are no action cue lists anywhere in the game. You can cue up all sorts of thigns and the interface will say, "yes, this item is cued." It will even tell you how many actions are cued in certain places. But there's no way to find out the order that they are cued. This seems like it could be problematic, but acceptable in most places... given how the interface works and the changes required to add this. The research screen is a different story though.

5 Replies 9,367 Views

I'm getting kind of frustrated that I have to dig so deep to see the progress of everything that's going on. It makes things difficult to keep track of. I have some ideas for bringing progress bars closer to the main screen. They seem sort of common sense, don't add to the clutter, and seem like they'de be pretty simple to implement. It'de be cool if you could see the progress bars of a current upgrades/buildling/research on the main screen. For example: Click on a planet.

4 Replies 8,302 Views

It'de be cool if the infocard when I try to build something would show me the slots situation at that planet. So for example: Gauss Defense Platform... Uses 1 Tactical Slot. Cureently 4/12 tactical slots used. That way I wouldn't have to bounce between the planet info card and the build info card to plan my building strategy. It'de be hlpeful to me at least.

8 Replies 11,160 Views

sorry if this is already posted somewhere... But how does my population grow if my growth rate is Zero? Asteroids that only support 1 civilian infrastructure upgrade are stuck with a growth rate of zero... how do I get more pop on those asteroid for more tax collection?

0 Replies 4,091 Views

I'de also like Double-Click to select all units of type rather than alt-click. Is there a way to set these things up? Basically I'de like Sins to use the mouse the way 90% of all other RTSs use the mouse. I see plenty of customizable keyboard functionality... but can I customize the way my Mouse is set up?

16 Replies 22,001 Views

Right now, holding donw the middle mouse button slides the camera, and the rt. mouse button rotates it. Is there a way to switch these functionalities? Most all 3D RTS games use the middle mouse button to rotate.... so I'de like to be able to do that. Plus, if formation facing ever gets added, like to to use the hold rt. mouse button for that.

16 Replies 22,001 Views

So I can't find it in the manual or anywhere else. What are the win conditions/elimination conditions for the game? Are there multiple win conditions like a 4x game? Or do you just have to use military to eliminate everyone. People are elminated when all their ships are destroyed? All there planets are destroyed? Just capitol is destroyed? Am i missing something? It seems like this really ought to be clearer than it is.

5 Replies 8,470 Views

Holy Crap Guys! The game comes out tomorrow, how about we chill about a bit instead of stealing IC and SCs thunder by complaing so loudly about something we have NO idea about. Seriously.

91 Replies 97,160 Views

Wow, I am shocked by the quality of support going on in this forum. Just floored. Thanks guys and congratulations. The folks over at Massive have done a superb job with World in Conflict, but you guys set the bar even higher. Please know that I, and surely the rest of the community, appreciate it. As far as helping new players understand unit functions. The system of Synergies rather than direct counters sounds brilliant. To me it gets at the essence of what RTS should be

62 Replies 104,467 Views

Having not played the game, but been lurking these forums for the past two weeks, my impression is that ships will be able to move in 3d space. But the third axis won't be very tactically important. By default ships will move along the 2d plane (i.e. with a simple right click), but you can manually make them move along the z axis if you are so inclined. However, the tactical benefits of such movements will me minimal. This all goes along with the theme of reducing micro-m

29 Replies 44,271 Views