View Full Version : Interface Fixes/Enhancements
Pembroke Jun 16, 2003, 06:53 PM Let's list all the "little things" in the game interface, windows, commands, screen information, or lack of them that have been nagging in your mind all the time. We did this with the PTW and amazingly some even got done :) so maybe this time, too.
Remember: nothing big. This is the list of the "annoying minor details".
Being able to look at the active trades in the tab in the diplomacy screen (F4) is great. However, choosing the trading partner to look at will "unselect" the civs in the main tab so I have to select them all again after looking at the trade deals to get the diplomacy relationship diamond back in view. I would really appreciate it if the selections in the different tabs in F4 did not affect each other.
The option "Always renegotiate deals" is actually "Sometimes renegotiate deals". A bug? (I haven't been able to deduce the logic when the trade window opens and when not after a deal expires...)
The F2 screen shows the resource supply of other civs, i.e. those that you don't have but other civs have but that haven't been sold to anyone currently. This is good. Now, how about doing a similar list that shows the resource demand of other civs? I.e. the list of resources that _you_ have but the other civs don't. Sometimes I am just looking for a prospective buyer.
The F6 screen shows techs that I know with a distinctive color. How about it also showing with a third color those techs that civs _known_to_me_ have researched and which I also _could_ research? In other words: those techs that I could buy and are shown in the trade window under techs. It would be much nicer to see this from F6 instead of opening trade negotiations just to see whether my neighbors have researched a new tech.
If "the German military outnumbers ours" it would be nice if my advisors told me just how badly we are outnumbered. Ok, exact figures belong to the espionage stuff, but just a rough estimate? Like adding 2-3 descriptive levels: "They are somewhat stronger than us.", "We are badly outnumbered!" and "Oh merciful Divine Spirit! Sire, our military might is nothing compared to them!".
If my military advisor had any brains :) he would deduce that if we _know_ the English know Iron Working (info available in the trade window) and we _know_ they have a source of iron (info available in the trade window) then their "best unit -- that we know of" is the Swordman regardless of whether we have seen any, or indeed regardless whether they have even built one. Once the war starts they will build them if they haven't. The logic would be really simple: the best unit given by a tech they have and that we either have or could research plus resource linkages if needed to build the unit. This information is available to me even in the current game so the mil advisor ought to do some thinking of his own, too...
digby101 Jun 20, 2003, 12:43 PM I tend to prefer the keyboard to the mouse, and Civ3 does allow you to do much of the game on the keyboard. However one thing you can't do on the keyboard is select the next thing to build. When you build something, you need to pull down the list and select with the mouse. What I'd like to see is that on the "build next" list, you'd hit "C" and it might go to "Cathedral", and then hit "O" and it would be smart enough to go to "Colosseum". Then hitting "Enter" would lock the choice.
WillJ Jun 21, 2003, 04:43 PM Originally posted by Pembroke
The F2 screen shows the resource supply of other civs, i.e. those that you don't have but other civs have but that haven't been sold to anyone currently. This is good. Now, how about doing a similar list that shows the resource demand of other civs? I.e. the list of resources that _you_ have but the other civs don't. Sometimes I am just looking for a prospective buyer.If you have PTW, you can sort of already do this. Go to the foreign advisor screen, and on top of the box on the right side where you can check and uncheck what it shows, click "trades." Then hold your mouse over a civ you're thinking of trading with. After clicking "more" a couple of times or moving your mouse in and out of that civ's circle a couple times, the foreign advisor will eventually say in his little box what you might be able to offer them.
dexters Jun 21, 2003, 04:47 PM Pembroke good suggestions.
Just want to add my bit. The new integrated espionage screen in PTW is good, but it looks out of place and seems like put in as an aftethought. A good idea may be to bring in the same paper texture we see in every other menu and rework it a bit.
The Diplomacy F4 screen needs to support more Civs. Hopefully 16 faces. Just shrink the portraits. We now have the potential to have 32 civs in one game, and it's a pain in the behind to change civs either with the change civ tab or shift+rightclick.
Mariusz Jun 22, 2003, 09:38 AM I would like fractions instead of integer numbers in the "move points left" field. Not just 1, 2 or 3 but 1/3, 2/3 or 2 1/3. It sometimes really confuses me, because I don't know exactly how further I can go in current turn.
wilbill Jun 22, 2003, 02:51 PM Originally posted by Pembroke
The option "Always renegotiate deals" is actually "Sometimes renegotiate deals". A bug? (I haven't been able to deduce the logic when the trade window opens and when not after a deal expires...)I'm pretty sure this depends on whether there's gpt involved in the deal. i.e. if you give the AI 20 gpt for a resource, you'll get the trade window to renegotiate after 20 turns. If you pay a lump sum or a tech for that resource you won't. Haven't conducted research on this, but it appears that's the determining factor.
Pembroke Jun 25, 2003, 12:57 AM Add a tool to the map editor to easily/automatically fix the river bug found in the earlier maps.
I was playing on an Earth map yesterday and succeeded to block the French and the Germans to South America leaving North America entirely to myself. "Yes!", I thought, and proceeded to Settle The West and then to my horror I discovered that the map was full of "river holes" (a bug in the old map editor). And there went my game. I want to win fair and square, dammit! :)
So, please add a tool to the map editor that goes through an existing map and checks for any "river squares that aren't really rivers" and fixes them to good honest hard-to-cross rivers. This must be possible, because the buggy river square includes the river graphics but the path-finder algorithm still finds the holes, so the info has to be in the map data meaning you can build a tool to find these inconsistencies.
There are a lot of good maps in CFC map library but, alas, that have been designed with the old map editor. I would like to play them without this utterly crashing feeling I went through. Ought to sue someone for damages for Experiencing Pain And Suffering <mumble> <mumble>... :)
John Falkner Jun 25, 2003, 04:00 PM - Fix the units list, please! (right mouse button on multiple units)
I cannot understand why the units are not in alphabetical order?!
- If i put a jetfighter with button "s" in the intercept modus, i donīt see it anywhere that it is done.
- If i use a plane i donīt see in the unit list that it was used. That is uncomfortable when you have 48 planes in the same city.
- I think the computer randomly chooses the next unit you can move. There must be a better system (city to city or somewhat)
WillJ Jun 25, 2003, 10:24 PM I guess this would be the right thread for these: Make the little list that comes up when you right-click a tile with your unit(s) on it easier to navigate when there are bunches of units. Make it so that it all fits on the screen at once, before having to scroll up and down.
Make it so that you can easily activate all the units of the same type on a square.
Add a hotkey that, when held when making a unit do a task, makes all the units in that square that can do that task work on that task. For example, if they decide to make Y this key, when you have a worker activated, Y+I will make the workers on that square irrigate it.
Add a hotkey that, when held when making a unit do a task, makes all the units of the same type in that square work on that task. For example, if U is this key, when you have a spearman activated, U+F will fortify all the spearmen on that square.
Pembroke Jun 30, 2003, 07:32 AM The map-editor has the option of toggling polar ice-caps on and off. It would be nice if you could toggle the north and south ice-caps on and off independently of each other. For example, if you wanted a map from the Antarctic in the south to the Equator in the north you would check the "south polar ice-cap" but not the "north polar ice-cap".
Also, when you play on a map that has the polar ice-caps off the southernmost squares are not visible in the game although you can still move your units there. Perhaps you could add a "Here Be Dragonnes" map picture to the south so you can scroll the map all the way down.
John Falkner Jun 30, 2003, 01:54 PM I think we need a button, as WillJ said above, to activate all units of the same name. By name, because i use the rename function and if i want to activate my 1st Division 8th U.S. Marine Corps i donīt want that the 1st Division 13th U.S. Marine Corps is activated too.
MarineCorps Jun 30, 2003, 03:20 PM I don't like how in the city que if if you have like a rifleman qued and then you discover infantry and if you don't change the rifleman to an infantry then it skips the rifle man and goes to the next thing in line.
casual_moose Jul 01, 2003, 03:34 PM instead of moving one stack at a time, be able to move multiple stacks like a formation, ex say you have two stacks close together, instead of moving the both seperately you could move them both by selecting the both and moving them
John Falkner Jul 01, 2003, 03:40 PM I want to fly CAP missions with my jetfighters to pave the way for my bombers and shoot down enemy interceptors!
Pembroke Jul 05, 2003, 01:10 AM The trade advisor and the military advisor ought to at least have the same opinion. The military advisor was improved in one patch to calculate the relative military strength based on the power of units instead of on just the number of them. However, I think the same fix didn't apply to the trade advisor, because especially after unit upgrades my military advisor assures me that we have a "strong military compared to them" yet my trade advisor warns me in the trade window that they "outnumber us".
I really wouldn't like to pay tribute if it's their 100 swordmen against my 50 knights... :)
Pembroke Jul 05, 2003, 01:50 AM When you trade workers in the trade window it would be nice if:
1) There was info on the worker nationality. On both sides. I might be sentimental sometimes and buy back my captured people as well as to consider which workers I wish to give to them.
2) Especially when you are negotiating for peace there's usually a lot of workers available for trade because they have been brought in for safety during the war. This gets the trade window very crowded. How about having just one line for the workers and in parenthesis the number of them instead of having each worker in his own line? Or if #1 is implemented then one line per each nationality?
John Falkner Jul 07, 2003, 01:49 AM It would be nice if you can see when an airport was used and when not. An option is to change the color from the airport symbol, from white to red.
Lord Protector Jul 07, 2003, 02:13 PM (Is there/Could there be) a way to shrink or hide the lower right-hand corner info box and the lower left-hand corner minimap?
The Last Conformist Jul 07, 2003, 03:48 PM I'd like pop-up to inform me of any and all trades I'd break by, f'rinstance, declaring war on someone, and giving me the option to backtrack on my decision. I also want to be informed when any trade I'm involved in is broken by someone else. Eg, if I'm selling Ivory to Gandhi, and Xerxes captures India's last harbour, I want to be told of this.
casual_moose Jul 08, 2003, 10:17 AM same here i want them to tell me when "ive" broken the treaty. and lord protector, cant you press delete to hide the minimap and info box?
Bamspeedy Jul 08, 2003, 10:33 AM The domestic advisor screen currently shows the number of taxmen in your nation.
BUT....finding the number of scientists in your civ is nowhere to be found, unless you manually count them up in each city (which can be a pain with 100's of cities!!!!!)
Lord Protector Jul 09, 2003, 07:29 AM Thanks casual_moose.
Another question, does anyone know whether or not C3C will enhance the vanilla Civ3 + C3PTW game? If 'yes', will it retain/include the prior C3PTW additions? If 'no' and the user does not play multiplayer and the user doesn't care for pre-fabricated scenarios, why should we purchase C3C? In other words, if I only play a heavily customized C3PTW base game, will C3C continue and add to C3PTW's single-player experience...will the C3C .BIX file equivalent include ALL previous single-player enhancements? Sorry about the rambling.
DaviddesJ Jul 10, 2003, 07:39 PM My list of minor interface improvements:
1. When I go to the diplomacy screen, I want to click once on the name of the civ I want to talk to, instead of having to click twice.
2. I'd like to go directly to the trading screen for a civ, instead of going to the screen where I have several options like trade or declare war. Since I almost always want the trading screen. From the trading screen, there could be another way to get to other diplomatic options.
3. Display fractional movement points remaining for units that have moved along roads (already mentioned).
4. A way to find out the amount of work that has been done on a worker project (rather than having to click on one of the workers and get "will be done in 3 turns" and have to figure out how many workers are working and then divide. E.g., the message could instead say "working on mine which is 38% complete".
5. I want to control the order that I cycle through cities. E.g., a popup window where I can drag cities up or down in the ordering, so I control which cities I go to with the next button.
6. When I'm in the city view, I want to be able to click on another city that I can see (or even a space that I can see which is being worked by another city) and immediately jump to the view for that city, instead of having to exit the city view, and click on that other city.
7. In-game popup when I end my turn that tells me a city is about to go into disorder.
8. Be able to display all civs on the F4 screen, instead of 8 at most.
9. Worker projects should complete during the turn instead of waiting until the end of the turn. So if I order two workers to build a road, and it takes 3 units of work, the road will finish in the middle of my 2nd turn, and one of the two workers will be available to move or start another project. Same for irrigation, mines, etc.
10. I'd like to be able to cycle among only workers, or among only combat units. Often I want to move all my combat units, and then all my workers, and this is hard to do. Being able to go to the next unit of the same type, or skip all units of this type and go to a different type, would probably be enough.
11. A hotkey for "fortify and then wake next turn". Often I have movement left, I want to fortify a unit, but I know I'm going to want to move it next turn. This could be a single key that fortifies the unit but remembers to wake it at the start of my next turn.
12. On the F3 screen, it's virtually impossible to scroll among captured workers, even to see how many I have. Improve this interface.
13. Display number of scientists on F1 screen.
14. Some way to list techs that other civs could trade to you (i.e., they are willing to negotiate and they have a tech you can learn) without having to open all the diplomatic screens individually.
15. Display a numerical count of the shields in the production box, as well as the box itself (so it's possible to see just how many you have, even if it's a big number like 538 out of 600).
WillJ Jul 10, 2003, 11:21 PM Originally posted by DaviddesJ
1. When I go to the diplomacy screen, I want to click once on the name of the civ I want to talk to, instead of having to click twice.But currently, clicking once sets that civ as the "active civ," meaning it shows you its relations with everyone else (and of course shift+click does the same, but keeps all other active civs active). Maybe to do this (make that civ active) you could right-click, and to talk to a civ, you could left-click it. This would also solve the problem that when you use the foreign advisor screen to talk with a civ, it makes that civ the only active one, and you have to set it back up the way you want it afterwards.
And two things that I think would be VERY helpful when you have large stacks of units:
1. When you right-click the stack, a red dot is next to each unit that has already fully moved, and a yellow dot next to each unit that has partly moved.
2. When you right-click the stack, something needs to be done to make it easier to navigate when it's a very large stack. Maybe a seperate little menu where you have a little checkbox, where you can check and uncheck the following:
-Show units waiting for orders
-Show units whose movement has been used up
-Show fortified units
-Show units currently performing a task
-Show transported units
-Show transport units
You could set a default system (the system in place each time you right-click a stack of units), and of course at any time you could change the default option or change the current option (keeping the default one, so that your changes only affect the stack currently selected, and only at that time).
DaviddesJ Jul 10, 2003, 11:52 PM Originally posted by WillJ
But currently, clicking once sets that civ as the "active civ," meaning it shows you its relations with everyone else (and of course shift+click does the same, but keeps all other active civs active).
I think you're talking about something different from me. I'm talking about the diplomatic screen that you open with shift-D. This gives a list of all civs, and in order to negotiate with one, you have to click twice on your choice. I don't see any reason why clicking only once shouldn't work. I think you're referring to the foreign advisor (F4). I don't have any big problem with that screen, except that it should be possible to display all of the civs instead of just some of them.
Qitai Jul 11, 2003, 04:18 AM I just want to know who has what tech to sell/buy without checking each one out. Much of my trading planning is to list out who has what. Showing a tech that has been discovered by a known civ with a different colour helps alot too. Or even better send us an alert. If I recall correctly, Civ2 has this pop-up which says civ xxx invite us to look at their xx tech discovery. Bring that back!
Make F5 show what improvement each city has, not just wonders. I always forgot which city has what and at some point in time, I rename my cities each time I build some improvement just to keep track of that.
Let us take care of the riot before it happen. Give us a warning.
WillJ Jul 11, 2003, 12:53 PM Originally posted by DaviddesJ
I think you're talking about something different from me. I'm talking about the diplomatic screen that you open with shift-D. This gives a list of all civs, and in order to negotiate with one, you have to click twice on your choice. I don't see any reason why clicking only once shouldn't work. I think you're referring to the foreign advisor (F4). I don't have any big problem with that screen, except that it should be possible to display all of the civs instead of just some of them. Yep, you're right; it was late at night and I got mixed up. :)
The problem I see with this is that you might accidentally click a civ when you didn't mean to. I don't really mind having to click twice, anyway.
DaviddesJ Jul 11, 2003, 12:57 PM Originally posted by WillJ
The problem I see with this is that you might accidentally click a civ when you didn't mean to.
So what? You can always just go back.
I don't really mind having to click twice, anyway.
Good for you, but I do this thousands of times in a typical game, and it really adds up. (Excessive double-clicking increases the chance of stress injuries, among other things.)
I don't see any reason for the double click in this particular place, as almost all other menus in the game require only a single click.
John Falkner Jul 15, 2003, 09:19 AM 1.) I want to deploy my units in the cities of my alliance partner. That makes it much easier to defend his cities!
2.) There should be ultra elite units. They should be very rare.
WillJ Jul 15, 2003, 10:53 AM Okay, I guess I agree, DJ. :)
Slax Jul 15, 2003, 11:19 AM 1. "Dawn of Civilization" popup. Should include name of your civ. If playing random, you have to look down in the corner to find out who you are.
2. Give state of unit when passing over with cursor, ie. 'Road completion in 2 turns', or 'Fortified', etc.
3. Show civ colour somewhere on diplomacy screen.
Padma Jul 15, 2003, 12:00 PM Originally posted by DaviddesJ
I don't see any reason for the double click in this particular place, as almost all other menus in the game require only a single click. Caveat: I'm not saying this is a *good* reason, just a reason.
If you notice, you never have to "double-click" the first Civ in the list. That is because it is already selected. The first click selects that Civ to talk to. The second click is equivalent to clicking the "OK" button. This same behavior is evident in many other dialog boxes/menus, as well.
DaviddesJ Jul 15, 2003, 12:10 PM Originally posted by Padma
If you notice, you never have to "double-click" the first Civ in the list. That is because it is already selected. The first click selects that Civ to talk to. The second click is equivalent to clicking the "OK" button. This same behavior is evident in many other dialog boxes/menus, as well.
Yes, I understand how it works. This style of interface has the single advantage that you don't have to use the mouse: you can select your choice using up and down arrows, and then press enter. But given the number of other things in Civ3 that require the mouse (including diplomatic negotiations), I don't really see the advantage of this style in this particular place. It just means a lot of extra clicking. Actually using the keyboard interface (pressing the down key several times) is even slower than clicking.
Another thing I'd like to be able to do is reorder the list of civilizations. If I could group them based on whether they are close to me, or whether they have particular techs, I could use this screen more efficiently.
John Falkner Jul 15, 2003, 12:38 PM - If i choose random opponents, i want to exclude some civs!
- Up to now you need the mouse in the diplomatic menu, thats uncomfortable.
Pembroke Jul 16, 2003, 01:46 AM Sometimes I forgot I have fortified units in some remote place. A global "wake up" command waking all my fortified units everywhere would be useful.
alpha wolf 64 Jul 16, 2003, 11:18 PM i wish workers didnt work tiles that dont belong to any cities. sometimes my automated workers are working unused tiles while distant cities go unimproved.
Sanaz Jul 21, 2003, 01:14 PM 2 minor worker command improvements:
1. Shfit-C is used for both Clear Jungle/Forest, and Clear pollution. If I have pollution on a Jungle, I usually want to clear the jungle first, then build a RR, then clear the pollution. I hate it when I start clearing the pollution on a jungle by mistake. I'd rather a different keystroke for Clear Pollution (I think it used to be Shift-P).
2. Currently Workers and Slaves all move when using "move units of same type". I'd prefer that they move separately, because there is a 2 or 3 times difference in worker speed. This only matters with RR's, when I'm organizing my tasks and have piles of 50-100 workers/slaves.
Slax Jul 21, 2003, 02:03 PM Originally posted by Sanaz
If I have pollution on a Jungle, I usually want to clear the jungle first, then build a RR, then clear the pollution.
Why would you do all this before cleaning pollution?
DaviddesJ Jul 21, 2003, 02:08 PM Originally posted by Slax
Why would you do all this before cleaning pollution?
Clear the jungle before removing pollution because it's a lot faster than removing pollution first and then clearing the jungle. And there's no advantage to doing it the other way if you're not working the tile.
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