The Road to 1.2
Published on May 12, 2006 By ScottTykoski In GalCiv Journals
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.

Comments (Page 4)
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on May 13, 2006
second the planet management screen issue that the previous next buttons should reflect the current sort.

Also it would be great to have a execute all automove button and find next ship with moves remaining so you could then plan most of your long range moves (strategic moves) and then concentrate on those more important tactical moves after your automoves were completed.

Also the shipbuilder icons are great for adding and removeing components, but since they don't give you info they are limited in use. It would be great if mousing over would give a tool tip or if clicking on them would show a box with the component values and size, maybe cost.

Keep up the great work.

Die autofocus die
on May 13, 2006
About the botton to make all ships which have goto orders. My feeling is that there are many players who first move ships (colonize, upgrade starbases, fight) and then issue building orders according to the outcome of the ship.
At least I belong to this category and therefore pressing a button to move my ships at the beginning would be cool.
Thanks.
on May 13, 2006
I had a UI suggestion on the colony management screen shown here: Link

I doubt it will get done, but I would like you to look at it so that you have another idea how to clear up the jumble that is currently in the improvement area.
on May 13, 2006
Oh plz make it so we can see which planets have empty tiles in colony management screen! That would be godly!
on May 13, 2006


Second the motion for a new govener, Planet creating x type ship sends them to y type rally point.

Especially on larger maps, you end up changing out what a planet is building (specifically population management when building transports) and as oft as not, you change the ship being built but not what rally it is going to.

oh yes, as others have said, no more next ship auto focus = godly
on May 13, 2006
Rouge Metro: I know it looks that way, and I appologize that alot of these things have gone un-tweaked until now (when we finally started to feel their pain of their bite), but there was never a time set aside for focusing on JUST UI tweaks.
Many of these items were noted, and planned to be fixed, but always got overwhelmed by real bugs (the memory leak, for example ), and sometimes were fogotten after that. But no more...UI oddities have become too comfortable in the game...soon they will all be hunted down like the vermin they are! We will be victorious!!!!


Reasonable enough. Thanks for the reply BoogieBac
on May 13, 2006
One thing that I feel in GC2 is that I never really seem to have "control" over my civilisation and that I have to just remember what planet is doing what and who is where.

I'd like to see perhaps the "focus" of a planet (research, military or civil) as well as the number for these stats on the planet list screen. This would help me to see which planets I'm using for research could be quickly refocussed for military production in times of war (ie. the ones that have a shipyard). Perhaps it'd be nice to be able to change the focus from the planet screen - so during times of peace you can quickly push a lot of planets over to research.

Also, the number of free "tiles" would be nice, to see which planets can have new things built.

I'd like to be able to disable the "we've researched a new tech!" messages as an option perhaps. I sometimes find that in the middle of a war, I'll end a turn and a lot of things will happen. I want to respond immediately to an attack, but then I get plagued with screens of "Research completed!" and "Here's the news!" and "We've found something on a planet, what should we do" or "Hey, pay us money or we'll come after you". All nice things on their own, but when it's war I want to not be distracted at the start of a turn. How to deal with this in an easy-to-fix-manner though, is tricky. I haven't had any good ideas on how it could be resolved, without a lot of code.

I'd like to know when two civilisations declare war on each other. At the moment I find that I'll be happily trading and then suddenly a trade route is cut off - and I then find that two AIs have gone to war. Well, thanks guys!

A while back I made a thread about UI tweaks I'd like to possibly see (though some were indeed trivial and can well be forgiven ). One that I would really like to see is the glow of "relation status" around each of the civ logos on the relations screen, relative to the currently selected civ. An alternative, maybe easier fix could be to add the civ name to the logo - I still have a hard time picking up which civ is which just from its logo.

I found it hard to find where to break an alliance. If you make an alliance by speaking to, it makes sense that you should break an alliance by speaking to (except unlike "normal" trades, breaking alliances must always be a deal - unless the player has added something like "break alliance and give me all your money" - that would be a no deal ). I found it illogical that the "break alliance" was a checkbox that takes over "trade embargo". I can't remember, but was there any confirmation for selecting this dramatic action?

I'd like to be able to complain to AI about it building starbases in my influence field. If they can do it to me (and I ignore it), surely I could complain to them too - even if they ignore it as well? Hahaha... well, perhaps if you've got a massive military and they don't, they might rescind. At least it would make me feel better about annoying AI starbases

How can I tell when a major race is at war with a minor race?

Happily, with the 1.11 patch, things are getting better. The AI seems to be getting more clever, some UI issues were fixed. Good work
on May 14, 2006
i'm looking forward to 1.2 release

one small thing bugs me a bit, when i'm at the end of a level and taking over planets is the only thing left for me,
well taking over 1 planet takes allot of clicking. i mean when i get the planet it takes me to a tech screen that i have stolen, than what tech i want to research now, the planet list and a few more.
not sure what could be done about it but its annoying, maybe make it so that you do not steal tech anymore? thats 2 windows less already.

also who is in charge of the diplomatic/team settings of the game?
not that i ever will get the change to speak with him or her but i was just wondering

thanks for your good work on GC2
mystic
on May 14, 2006
Hi!
One thing that annoys me when upgrading ship design is I don't see what exactly are component on it. Esp. annoying when quite some components have the same picture. Currently I'm so limited with that I rather design a new ship than upgrade the old one.

Could you improve the UI in such a way I'd get some info on components? Like I'd click the component, and the left "window" would change the focus on it. Or I'd move a a mouse pointer over the component, and a texbox with the name of the component would appear.

BR, Iztok
on May 14, 2006
Oh plz make it so we can see which planets have empty tiles in colony management screen! That would be godly!

I second that (see above) and have another small suggestion (which seems more like a fix to me actually) for the planetary screen: If you click the "details" button on the planet screen (e.g. to look for the planet with that nice "+52% starship" bonus) and change the planet with the "next"/"previous" buttons, and then use the "back" button to get back at the usual planet screen for building something, you're back on the planet where you started from (the "next" or "previous" changes on the "details" screen aren't counted), which is weird. Would be nice to have that fixed!
on May 14, 2006
If those ui changes will make it in 1.2 ( and i hope earlier betas ) its another few weeks no frash air for me ^^ seriously stop improving this game or ill never stop playing :<
on May 14, 2006
Ignore this please
If those ui changes will make it in 1.2 ( and i hope earlier betas ) its another few weeks no frash air for me ^^ seriously stop improving this game or ill never stop playing :<


Improve to your heart's content... and then improve it some more.
on May 15, 2006
** Colony Management List **

Could you please add a Rally point selector button for planets in Colony Management screen. Would be super useful atleast to me, anybody else support? Pretty please

..

Also when you currently move a rallypoint, sometimes ships do actually go to the new locations, sometimes they just drop it and stay where they are.

Could you also check out, the "show only fleet battles option", I have been getting battle viewer battles even if both parties are not fleets aka fleet vs 1 ship. I think some other people have mentioned this too.

A very small suggestion about land battles, could you make the laser and other sounds bit quieter? I don´t know how it is possible, but I tend to play with quite quiet sounds and the land battles are still booming loud. Weird

Well anyway I really think UI is the weakest spot of GC2 at the moment so lot of effort should be given to that department. Keep making it better
on May 15, 2006
First of all I want to thank you for addressing all these issues. This game gets better and better.

#19 by BoogieBac [Stardock]
I'll definatly talk to Cari (head of ship movement) about the instant ship movement.


Yes, please. I second that very strongly! There must be another way to move all autopilot ships other than the Turn button.

#10 by Starheaven

Please the most anoying thing i am finding is when i want to upgrade ships in the shipyard, the little icons that tell you what the ship has are almost useless, their is no text or info and makes it very hard to work out what level of the item you have in your ship, I strart taking ages to remove and check what the item is and what level and space it takes up. Upgrading is becomeing such a pain and time consuming, Can you have a description or some pop up screen that tell you the information you need when the mouse goes over the items in your ship.
That would be the biggest improvement to the game.

Yes, tooltips would be very handy here.
on May 15, 2006
Please add an option so that the fleet that was previously selected on the main map appears highlighted on the diplomacy screen. The only thing I hate is when I trade a lot of ships, I need to write down on paper the specific ships that I want to trade to the AI.

Dano
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