UI modifications (suggestions and discussion)

ls612 is correct, and as I'm still way before the end of BC I don't see a problem with my current Era. *smile*

There is a hover but it only breaks down to total commerce with which +%, not what your actual Commerce gain is (as you have reduced and increased from Civics now that do not show up in said hover).

Cheers
 
1. I second that, especially for pollution, since you can't build units to erase pollution. And for disease, I end up with way too many surgeons, when I could have built much less expensive mausoleums.
2. Could you make the default sorting option in building / unit lists "by name"? If you want a specific building out of a list with 70 buildings, you can search it easier by name than by cost.
3. A sticky topic here with possible interface customizations would be great - I played 50 hours before finding out I can edit the city lists.
4. Gold advisor is not usable, especially after having the founding wonders of some religions.

2. can be set by you in the options - somewhere, or maybe it is just save game twice. I know we set it up to be pat of your preferred options I just can't where at the moment.
 
2. can be set by you in the options - somewhere, or maybe it is just save game twice. I know we set it up to be pat of your preferred options I just can't where at the moment.

Yeah I think 'Cost' (in hammers as at present) is a better default than 'Name'. I think I can safely generalize that people in general will be looking for the buildings cheap enough to build (or build next) far more often than they are looking for a particular building.

If you know by name exactly what you want to build, what would be nice (but far from necessary/priority) is to be able to search by name - or just type in the name, rather than trawling through searching for the button.
 
Small suggestion, and this may be fixed on the most recent version: Is it possible to place the promotion buttons in a more logical fashion as a unit upgrades? For example, More than once have I built an axeman in a city with a GG and barracks (lvl 2 start) and tried to promote to combat II by clicking twice in rapid succession (old habits). However, the location of the combat promotion drops to the second line of the promotion buttons after you upgrade to combat I. So, I have a number of units that start at combat I, Fieldsman I (or some such) when I'm surrounded by tundra.

Yes, its mostly user error, but it might be a good idea to maintain a promotion's location relative to the other command buttons.

This mod makes me wish I knew xml and didn't have a 60+/week job. Kudos to the authors and contributors.
 
Small suggestion, and this may be fixed on the most recent version: Is it possible to place the promotion buttons in a more logical fashion as a unit upgrades? For example, More than once have I built an axeman in a city with a GG and barracks (lvl 2 start) and tried to promote to combat II by clicking twice in rapid succession (old habits). However, the location of the combat promotion drops to the second line of the promotion buttons after you upgrade to combat I. So, I have a number of units that start at combat I, Fieldsman I (or some such) when I'm surrounded by tundra.
I vote also for this.
 
Small suggestion, and this may be fixed on the most recent version: Is it possible to place the promotion buttons in a more logical fashion as a unit upgrades? For example, More than once have I built an axeman in a city with a GG and barracks (lvl 2 start) and tried to promote to combat II by clicking twice in rapid succession (old habits). However, the location of the combat promotion drops to the second line of the promotion buttons after you upgrade to combat I. So, I have a number of units that start at combat I, Fieldsman I (or some such) when I'm surrounded by tundra.

Yes, its mostly user error, but it might be a good idea to maintain a promotion's location relative to the other command buttons.

This mod makes me wish I knew xml and didn't have a 60+/week job. Kudos to the authors and contributors.

It's not very feasible to change this unfortunately. Some of what would be necessary to manipulate to create 'tracks' that don't alter the positioning of the promotions after a selection was made would be in the untouchable portions of the code (the core exe file that we can't manipulate.) I've given this some thought and honestly can't think of any way this could be avoided, frustrating as it may be. We could potentially manipulate some things along these lines to be a little less likely for this kind of thing to happen if we carefully placed the promotions in a particular order in the xml file, but that's an almost ridiculous restructuring job to be honest, and wouldn't always help. Modular inclusions would never be organized well this way either. So the short answer here is... this COULD be smoothed a little with a hell of a lot of effort but no real solution potential exists.
 
Specialist in two columns in city http://forums.civfanatics.com/downloads.php?do=file&id=9332

We definitely need it. Please add doctor and stateman specialist

We actually have that mod in C2C it was partly merged into RoM. I have twice tried to get it working. In both cases it worked up until you tried to actually assign someone as a doctor or statesman at which point it drew the heads off the top of screen.
 
With some of the recent talk about the game option screen issues, I wonder/suggest if it is possible to create game sub options. i.e. Some way to make clearer that certain options are only valid if the parent option is on (or off). Maybe indent the selection bubble/explanation and make it non-selectable if the parent option isn't set accordingly?
 
Yeah, sorta. We not only now have the ability to establish incompatibility but the ability to establish prerequisite options as well. I noticed the other day that this should be setup for ls612's City Limits scaling option in relation to the City Limits option we have.
 
Yeah, sorta. We not only now have the ability to establish incompatibility but the ability to establish prerequisite options as well. I noticed the other day that this should be setup for ls612's City Limits scaling option in relation to the City Limits option we have.

I have no idea if the engine allows this, but the custom game UI should if possible be able to have collapsable tabs for options, so that they can be grouped nicely and not be so overwhelming for new players.
 
I have no idea if the engine allows this, but the custom game UI should if possible be able to have collapsable tabs for options, so that they can be grouped nicely and not be so overwhelming for new players.
The thing that makes it slightly harder is that the custom game screen UI is not actually Python but some exe code.
So you need to intercept some call into the DLL or Python and display some Python UI on top.
 
I still like the concept AIAndy and I had discussed about blanking out most gameoptions at the game setup screen then popping up a custom gameoption selection screen as the game initializes (pausing for the gameoptions to be selected, then turning options on/off based on the responses there as the game proceeds into further initialization.)

It just takes screen design skills I have no ability in is all.

There is at least one gameoption that would need to be remaining on the main and that's the one that makes it possible to select leaders that aren't attached to the selected civilization. I'm not sure if there would be any more that would need to be there. The rest then get set to non-visible and the game starts with default settings but before the game has begun, the aforementioned screen enables resetting all other options.

Then option sets could be saved and loaded. And Options could be organized by categories.
 
I still like the concept AIAndy and I had discussed about blanking out most gameoptions at the game setup screen then popping up a custom gameoption selection screen as the game initializes (pausing for the gameoptions to be selected, then turning options on/off based on the responses there as the game proceeds into further initialization.)

It just takes screen design skills I have no ability in is all.

There is at least one gameoption that would need to be remaining on the main and that's the one that makes it possible to select leaders that aren't attached to the selected civilization. I'm not sure if there would be any more that would need to be there. The rest then get set to non-visible and the game starts with default settings but before the game has begun, the aforementioned screen enables resetting all other options.

Then option sets could be saved and loaded. And Options could be organized by categories.

Either way sounds good to me. The only thing I want from this is to have options organized nicely for the new player and not be overwhelming and disorderly (like they are now). The save/load is something I hadn't even considered, you could transfer options sets between machines or post them even to the Settings thread.
 
It's up to AIAndy to prioritize though. He's got a lot he wants to do I'm sure. And we've all got a lot we want from him, particularly since he's the only one who can do a lot of things the rest of us can't, including the screen and python for this project! I could name a number of things I'd ask him to prioritize above everything else... to the point that I wouldn't be able to decide what would be more important myself! Seriously, we really need another good python screen modder on the team! So much to do in that dept!
 
Top Bottom