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 6)
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on May 16, 2006
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!!

on May 16, 2006
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
on May 16, 2006
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!!!
on May 16, 2006
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.
on May 17, 2006
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.
on May 17, 2006
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
on May 17, 2006
A good suggestion, Iztok Bitenc!
The tech list in the "foreign report" window is too complex once many techs are around.
on May 17, 2006
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.
on May 17, 2006
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.
on May 17, 2006
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)
on May 18, 2006

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!

on May 18, 2006
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.
on May 18, 2006
* 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.
on May 18, 2006
BoogieBac, the list simply sounds great!
Keep posting, we won't move.
on May 18, 2006
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.
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