View Full Version : Much needed interface improvements
morchuflex Feb 04, 2008, 04:38 AM Hello.
I really wish the game interface included the following options (in the city window):
- Tile lock (enabled by double-clicking the tile?). Effect: never stop working this tile. For instance, I want the city to grow but still work the gold mine. So, I click "emphasize food" but "lock" the gold mine.
- Specialist lock: always leave this specialist (for instance, I've built a forge and want an engineer at all time) even if I select "emphasize growth / tech / whatever".
- Specialist exclusion. Conversely, there should be a way to forbid a type of specialist. Did you notice how the program loves to pollute your GP farms by hiring unwanted priests? And in the late game, the program simply keeps hiring spies almost each time one of my cities grows. This is infuriating. :mad: I want a way to exclude them.
These additions should be relatively easy to implement and would spare a huge amount of micromanagement. :)
Opinions?
joasoze Feb 04, 2008, 04:47 AM I want all three of them. Thanks for explaining so clearly. Can this be modded?
azmodean Feb 04, 2008, 05:54 AM Any of these would be great. All would be fabulous. Addition to HOF mod would make my day.
Refar Feb 04, 2008, 05:58 AM Tile lock is a great idea.
You can try to assign muliple focus (Growth+Commerce in your example) It will often have the desired efeect. But in the fwe cases it doesn't a lock would be worth its (virtual) weight in Gold.
The specialist lock is already there. If you turn on Citizen Automation, then assing a specialist (by clicking +) the specialist will appear in a yellow box. The governor will stay active, but never remove this specialist, and assign more of that type, if he feels like running more than one specialist.
This meachnic in fact also allows you to "Exclude" specialists - if you assgined one forced (yellow boxed) Scientist + one forced Engineer (just for example), the Gouvernor will assign Sci or Eng unless there is no more free Scientist/Engineer slots. (Whats wrong with Great Prophet btw ?!)
Jedoc Feb 04, 2008, 08:37 AM This meachnic in fact also allows you to "Exclude" specialists - if you assgined one forced (yellow boxed) Scientist + one forced Engineer (just for example), the Gouvernor will assign Sci or Eng unless there is no more free Scientist/Engineer slots. (Whats wrong with Great Prophet btw ?!)
Hmm. The bit about your governor taking his cue from forced specialists is something I didn't know. That'll definitely come in handy during the late game, thanks.
As long as we're redesigning the interface, I'd like a more robust set of custom notifications. I'm envisioning a box of three-setting radio buttons in the City View window. The three settings are "No Notification," "Event Log Notification," and "Pop-Up Notification."
I'd especially like the ability to set up a notification for when a city's population increases, since that's the logical time for micromanagement. For most of the game, I'd probably have most of my cities give me a pop-up on growth so I could put the new citizen in the best possible role. It'd also be useful to have at least an event log note when one of your cities hit the happy cap. You could include similar options for the health cap, although that's a comparatively unimportant matter.
While we're at it, there's no real reason not to include the same set of controls for culture expansion. Folks who don't like clutter can turn off the event log notification in the late game, and I'm sure I'm not the only one who has parked a workboat next to a new city waiting for the borders to pop and then forgotten about it for a few dozen turns. Setting a temporary pop-up notification for that city would be a useful option.
The interface wouldn't take up much room in the City Window, and it would give players a welcome degree of control over how much information they receive from their cities. I don't suppose this is moddable?
Refar Feb 04, 2008, 09:25 AM This is modded in in the BUG mod. You can set custom notifications there. I cant help you with the "how" however, as i dont use it myself.
The "city growth"-notification should be in the base game however.
ViterboKnight Feb 04, 2008, 10:42 AM I've been asking for them for a long time!! All of them are great!!
Besides, there should even be other ways to better automate citizens and specialists; for example, "emphasize gold", or even an incredibly useful "block growth at happiness cap".
Willem Feb 04, 2008, 11:22 AM Besides, there should even be other ways to better automate citizens and specialists; for example, "emphasize gold", or even an incredibly useful "block growth at happiness cap".
Both of these are already in the game. You can set it for Emphasis Commerce and Limit Growth, though it's not necessarily tied to your happiness cap.
MarkM Feb 04, 2008, 11:23 AM This is modded in in the BUG mod. You can set custom notifications there. I cant help you with the "how" however, as i dont use it myself.
The "city growth"-notification should be in the base game however.They are all also in the HOF mod (with individual checkboxes to turn each on and off, along with options to notify you of about 20 other such as some thrshold of gaold available to trade by AI, etc.)
Bushface Feb 04, 2008, 04:47 PM I do use the BUG mod and find it extremely useful. It gives you the options to see all sorts of information which otherwise demand extreme attention to what is about to happen or has just happened, whereupon you can attend to the occurrence as you wish. How to use the mod's features is (mostly) explained in the mod itself.
Atwork Feb 04, 2008, 05:26 PM I wish you could order air units to auto-recon each turn unless war is declared or the option is turned off.
Cutlass Feb 04, 2008, 06:04 PM I've never succeeded in getting the game to leave the specialist that I have assigned.
MarkM Feb 05, 2008, 09:31 PM I wish you could order air units to auto-recon each turn unless war is declared or the option is turned off.That is a very good idea.
Willem Feb 05, 2008, 11:41 PM I wish you could order air units to auto-recon each turn unless war is declared or the option is turned off.
I miss the Patrol option from Alpha Centauri. I used it alot in my games.
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