ScottTykoski ScottTykoski

The UI and You

The UI and You

The Road to 1.2

Ah, the UI of a turn based strategy game…so much info to convey, so little time to get it all 100% perfect.

As players have invested hours and hours on our little space game, they’re finding many little UI issues that hamper the gamplay experience and can quickly turn a joyful galaxy-wide extermination into a click-fest nightmare. Well…perhaps not a nightmare, but certainly not as enjoyable.

After the memory issues of 1.1 that went hand-in-hand with playing on a Gigantic galaxy, the whole team set out to play-test the hell out of that size game. Taking notes on what annoyed us, as well as using issues brought up on the forums, we came up with a list of UI tweaks that should make gameplay considerably less ‘clicky’, mostly on those large galaxies.

** Ship Details **
OK, so perhaps the screen didn’t have ALL the details a regular player would need. We’ve since added the Construct and Upgrade buttons to this screen, listed the number of Troops or Colonists on the selected vessel, and have a text field to display the vessels current destination.

** Quick Build Screen **
Just a little thing, but we’ve added a cancel button here. This way, if you click through the available ships and can’t find one you want to change production to, you can simply cancel without having to re-locate the last design you were building. Dunno if this annoyed other players, but it annoyed me.

** Auto-Focus on next availabe Ship with Moves **
OMG!
Perhaps I never payed attention…perhaps it’s worse playing on a large Galaxy…I don’t know, but I wanted to KILL auto-focus half-way through my last game. Cari’s currently turning this into an option…one that I will promptly disable. ;)

** Colony Management List **
Added shield so you know what planets are defended. Tweaked income display to now display Net Income instead of plain ol’ income…should be more useful. Also tweaked the list so it shouldn’t reset to the top when returning from the Planet Screen.

** Planet Screen **
Improvement list wont reset to top when placing improvements. Will be able to destroy an improvement even if it’s being upgrade (1.1 had LOTS of clicking here if you needed to destroy an upgrading improvement).

Lots of other little additions as well. A tool-tip that shows your empire income stats when you mouse-over your money on the main game screen. Number of troops on the Fleet Context Window. Adding of the aforementioned Upgrade and Constructor buttons to the Fleet Manager Window.

Unfortunatly, I don’t know when these improvements will make their way into your hands. Brad returns next Monday, at which time I’m sure we’ll be discussing other things, but we’ll definatly try to pin down a date for 1.2.

Along with mod support, 1.2 will be filled with these long overdue tweaks will ease everyones UI related pain...including my own. ;)
125,997 views 106 replies
Reply #76 Top
Colony ships...When I pull up the Planet Screen to see the Unowned Planets, if I click on one to move the screen to it, might it be possible not to de-select my colony ship? I hate having to click the find button a few times until I find my colony ship again.


I second, third, and fourth this suggestion.


Now this i would pay money for!!

Reply #77 Top
A couple of suggestion I have are:

Move the done button from the battle viewer from off of top of the turn button. I have more than once double click on the done button or when doing several battles and getting ahead of myself and hit the turn button before I should.

Also give me numeric inputs for all sliders. Some of us like using the keyboard over the mouse. This is especially important in the trading window for money and influence especially when these get very high and the slider is not fine tuned enough to let me use 1001 influence points in my trade
Reply #78 Top
One thing I would like to see is an improved "Find" option for planets on the main map or an option to click on the name of the planet on the colonies screen and be taken to the galaxy map.

I can't count how many times I have tried to find a planet that just reported a message, only to give up in frustration.

Oh, and thanks for making a game that is so good people care enough to spend a lot of time coming up with suggestions to try and improve it!!!
Reply #79 Top
There has to be a way to ease making a large amount of starbases in the later games ...

a few ideas i had:

* new option - Any constructors sent to a waypoint placed on a starbase will auto upgrade the starbase (even the items that normaly promt a cost)

* allow users to tick check boxes for auto-starbase upgrades. kinda like the ship builder you can design a template for a starbase upgrade paths (say an checkbox for sensor upgrades and a checkbox for starbase defence upgrades and a checkbox for production upgrades etc)

* change the AI on ships with constructor modules so that if set to (new option, or co-opt explore), they will seek out any starbase that can be upgraded and upgrade it for you without any prompt.


The best result for me, would be if i could make 10 different constructors, build 10 starbases (different types), then the next 100 constructors i make will seek-out and upgrade my starbases for me (according to my preferences), without having to do anything except setting planets to construct them.
Reply #80 Top
Also give me numeric inputs for all sliders. Some of us like using the keyboard over the mouse. This is especially important in the trading window for money and influence especially when these get very high and the slider is not fine tuned enough to let me use 1001 influence points in my trade


This is already available. Just click in the box and type the value you want. This worked with GC1 as well.
Reply #81 Top
Hi!
In a game with disabled tech trading I can see in the diplomacy window the info on AIs tech. Can you made a sub-list of techs my race doesn't have but they do? Or print techs they have and my race doesn't in a different color? Or just get techs back on a "trade" window, but disable the ability to trade them?

BR, Iztok
Reply #82 Top
A good suggestion, Iztok Bitenc!
The tech list in the "foreign report" window is too complex once many techs are around.
Reply #83 Top
It's simply a mess. If it was one tech per line it would be at least readable.
But best would be to just list techs we don't have and techs they don't have, like it is in diplomacy window.
Reply #84 Top
The UI isn't that bad, as far as I use it. However, there is one thing that I recently noticed-when I send out ships with weapons on auto-exploration, they often run into other vessels and stations. The problem with that? When I'm allied or when the Trade Federation is in effect, I get this popup window that comes right back up ever single time I close it warning me not to attack it, and the only way out of it is either to disable auto-explore (if it's selected) or to just keep hitting escape until it goes away on its own. That is the single most annoying thing that I may have ever seen in a game, most probably.
Reply #85 Top
Thanks for letting me know. I tried it but must of clicked at the wrong place. I will try it again next time I play.(keyboarding numbers for sliders on trading screen)
Reply #86 Top

Hey Gang,

Just wanted to let you know that we're plugging away at the UI list as we speek. SOme new welcome additions include...

-Colony Management List: Ability to toggle production focus
-Colony Management List:Number of open tiles on a planet dicplayed next to class - ex: 10 (2)
-Colony Management List:Pressing the T button on this screen will let you set the rally point of the selected colony (also works on the colony details and planet screen)

-Planet Wnd: Can now delete projects using delete key, also can decomission imps being upgraded with the Decomission bulldozer.
-Planet Wnd: Max possible population listed.

-Can select a planet without seleted ship being de-selected (for colony and invasion purposes)
-Differect Anomaly color on tactics window for Wormholes.
-Option to move camera to selected planet on the colony management list.

Alot of these changes have made gigantic games considerably easier to play. We're going to keep working on the UI and I'll have more to report later!

Thanks for all the suggestions!

Reply #87 Top
On thing I forgot to ask.
Please add "tooltip" breakdown for social production, research and some other things in planet screen, like it already exist for military production, influence and approval. It would really be handy.
Reply #88 Top
* new option - Any constructors sent to a waypoint placed on a starbase will auto upgrade the starbase (even the items that normaly promt a cost)

* allow users to tick check boxes for auto-starbase upgrades. kinda like the ship builder you can design a template for a starbase upgrade paths (say an checkbox for sensor upgrades and a checkbox for starbase defence upgrades and a checkbox for production upgrades etc)

* change the AI on ships with constructor modules so that if set to (new option, or co-opt explore), they will seek out any starbase that can be upgraded and upgrade it for you without any prompt.


The best result for me, would be if i could make 10 different constructors, build 10 starbases (different types), then the next 100 constructors i make will seek-out and upgrade my starbases for me (according to my preferences), without having to do anything except setting planets to construct them.


Great ideas and imho a must for late games. Having to upgrade 50+ starbases is quite a chore. (I nowadays just play evil so I don't have to press ok for the star bases fees everytime i upgrade one of them...)

-----------

Good list BoogieBac, hope you will continue to improve the UI. Looks like the next patch (patches) will be great.
Reply #89 Top
BoogieBac, the list simply sounds great!
Keep posting, we won't move.
Reply #90 Top
A log of events that you can reference. You currently only get one chance to read the fact that the Drengins built the Restaurant of the Universe wonder, for example. It would be good to have a scrollable window where you could look back at the history of achievements.
Reply #91 Top
Three small UI suggestions:

(1) The game already keeps track of the state of the additional game options (tech trading, minors, blind exploration), but not of the chosen victory conditions (they're always checked on game setup). It should keep track of these as well.

(2) When giving a name to a ship model while or after designing it, auto-erase the "new model" string that's in the box.

(3) When changing the name of a ship, planet or starbase on the other hand, don't auto-erase the old name because often enough it'll be a simple change or addition.

Thanks for reading and considering!
Reply #92 Top
Thank you. The auto focus is so anoying if you are trying to do more than one thing or fight a war on many fronts.
Reply #93 Top
Something else that I would like to see if that when you zoom to a colony from the colony management list. Is let me use the ESC key to return to the list and not to the options menu
Reply #94 Top
One thing that is almost unusable in gigantic galaxies is the minimap. It would be nice to have an option to autocenter it to where the camera is. Please add this, as I have to zoom out and zoom in every time I want to center the minimap...
Reply #95 Top
One thing that is almost unusable in gigantic galaxies is the minimap. It would be nice to have an option to autocenter it to where the camera is. Please add this, as I have to zoom out and zoom in every time I want to center the minimap...

I agree that the minimap is difficult to use in large maps, but there's one thing you can do: You can drag and drop the minimap location while pressing the middle mouse button (or the mouse wheel). This usually even fixes the influence zones that are often missing on the map when it is zoomed in.
Reply #96 Top
Yes, please make the minimap a little less annoying.

All the other UI-changes sound great.
Reply #97 Top
(2) When giving a name to a ship model while or after designing it, auto-erase the "new model" string that's in the box.

(3) When changing the name of a ship, planet or starbase on the other hand, don't auto-erase the old name because often enough it'll be a simple change or addition.


If you highlight the "new model" string before typing it will autoerase - that way you can just position the cursor if you just want to add to the exisiting title.

On the main topic, I appreciate the attention on the UI. Since I generally play on the gigantic maps, I find the GC2 minimap too mini to be tactically useful, so the main map ends up doing double duty. I generally keep the main map zoomed all or most of the way out, and only zoom in when I need to see the details. Hence, everything is in icon form, and no planet names are visible. Aside from the issue of anomalies mentioned earlier, I also find it difficult to navigate to specific planets, or more precisely, to remember where each planet/star is. In GC1 I handled this by adding the sector coordinates to the various stars' names as I colonized them and then used the galaxy map to move the focus. In GC2, it's a PITA to have to count up/across when you want to name &/or find anything. How about displaying the co-ordinate system so things can be located without hunting?

I do admit that I haven't loaded the latest versions yet (just came off an outage - 2 months of working like you guys did getting ready for release )so if you have already addressed this, thanks.
Reply #98 Top
setting the rally point from colony list is cool! A few more things to maybe make rally points easier/more useful:

a way of choosing rally points by type of ship being produced, so maybe check boxes for military, troop and constructors in governor screen so that any rally point changes apply only to planets making that type of ship

or, more options in the type of rally point dialogue, so you would have military rally points (with the usual standard\fleet\auto attack suboptions), constructor rally points, and troop rally points

if you have a few different rally points, a button to set all planets to nearest rally point.

with these, you could do something like this:

create a few military rally points near areas of war, with nearby troop rally points (but maybe a bit deeper in your territory), and create a few constuctor rallypoints on the starbases you are wanting to upgrade.

press a button on the governor screen to have planets producing the relevent type of ship set their rally points to the nearest rally point of the corresponding type.

dont know if this would require a lot of work, but It would save me for one lots of hassle gathering my forces and upgrading my starbases! and if it could update rally points automatically when you change the type of ship a planet is producing that would be even better!

hope this makes some sense

Mark
Reply #99 Top
I have mentioned a couple of times that it would be nice if in the SHIPYARD you could select the part on the ship and it would jump to it in the select list at the left. For those items that are 1 used only, have it show up as greyed in the list, but highlighted. This would also help if someone wanted to place more of that item, wouldn't have to scroll for it.

Tech select screen a ZOOM for the tech tree window. There are times when it is a royal pain trying to decide which item to build. The tree does not need to be quite that large to be usefull.

Add the ability to add and/or change keystrokes for many of the functions. I personally would love to be able to use the "ALT" key with mouse click /scroll to ROTATE any of the 3D screens (maps and shipyard). Would beat the hell out of the "middle key cluedge" on my trackball that I am forced to currently use.
Reply #100 Top
Improvements in the UI that I'd like to see would be:

--A way to see who has access to what trade goods, as well as who built what galactic achievements and super projects

--An option to disable the confirmation prompt for building starbase modules that have a monetary cost

--An auto-construct option that automatically sends a transport to the nearest starbase with available modules

--The option in a planet's ship construction screen to automatically set completed ships to any combination of movement automations, which would be great for things like building constructors that are already set to the previous suggestion

--A building queue for each planet's ship construction screen... Kind of a tall order, I guess, but sweet baby Jesus on a stick I'd love you guys for it. And if there already is one, and it's simply eluded me somehow, then I already love you guys for it, and I'm retarded.

--The option to remove a ship component and all of the components attached to it (with confirmation, of course) in the ship designer

--Not resetting the ship designer's component list back to the start when you remove an item. It's annoying when I decide I really didn't want all those lights afterall, and have to click my way to the end of the list ten times.

--What'd be even better than the previous suggestion would be the ability to create component "groups" in the components list. You could then "expand" or "collapse" the groups to view or hide their components from the list; this not only allows for the component list to be shrunken down to more manageable sizes, but also keeps people sane by providing an order to the madness. The groups don't even have to be persistent (so no changes in the ship files), or affect how any of the components are manipulated (though adding in that kind of functionality would be great for a later update or expansion pack).

--I'd like an option to specify one ship design as the primary upgrade of another ship. The reason for having this is so that, when I obselete the core constructor, all the planets that were currently building constructors will automatically switch production to the improved design I made, instead of simply going idle (and wasting God-knows-how-much production). It's also not much fun to have to manually assign the new design to be built in each colony, especially when you're playing a gigantic map and have over 100 planets that were building the now-obselete design.

--In the ship construction and shipyard screens, it'd be nice if you could mouse over a ship and get a tooltip with the appropriate ship's full description.

--Lastly, I'd like to be able to access a list of all the ship designs I have made obselete, and restore any of the listed ship designs; such a feature would be a godsend when you accidentally obselete the wrong ship design.