Hey folks. I've got a few suggestions for the UI which I would like to see implemented for LH. Post your suggestions below, and I'll do my best to add them to the OP. If you particularly agree or disagree with any of the suggestions, I'll try to add a +/- rating next to each one indicating your opinion on that point.
Link to Darxim's FE UI Suggestions Thread.
Hotkeys / Keybindings
Main Strategic UI
Tactical UI
General Functionality
Tool-tips / Mouse-over Functionality
Game Options
Sovereign / Faction Creation
Diplomacy
Hiergamenon
Can't blame you, me too. As of right now I'm up to 128h 44m played, according to the main menu screen = P
https://forums.elementalgame.com/443063/page/1/
Schnorkde has Tactical UI suggestions that I +1
Right,
should have posted here.
(NEW) More spell slots in tactical combat. (The potential for more than 7 spells you may want easy access to is very real. I don't mind if 10 of my slots don't have numbers attached, I just hate the expanding menu list.)
Updated!!!
Sorry it took so long! Keep 'em coming!
Hmm... hadn't noticed I quoted my quoted post? Odd, don't remember doing that.
Forgot to mention something:
Enable keyboard scrolling on tactical map.
1. When the AI contacts you for any reason, like boasting about research, you should have the option to go to the diplomacy menu and trade with them. Getting messages you can't reply to and can only exit is annoying.
2. You should be able to easily switch between the Diplomacy screen and the Foreign Relations screen.
option to move things in the build screen/queue without having to delete all the things in queue
You can re-arrange the first five queued items, but when there's more than that it becomes difficult. You just click and drag it to the one you want it to be in front of.
Ah, didn't know that, awesome.
refined suggestion: better/easier way to re-prioritize the build/train queue.
First of all, a great big to mqpiffle for making this thread. What a fantastic idea! Now, on to the UI things I agree most with.
I intensely dislike having to flip through my spellbook repeatedly to buff units, especially. It's not so much of a problem when I want to cast enchantments on cities (they are on the first page of the spellbook and in plain view most of the time), but when I want to buff an army group for a tough battle, I don't like having to open it up and cast once for each stupid unit in the stack.
The reason I agree with this should be rather straightforward. This is useful, especially when you reach a large number of cities.
Dispelling enchantments is currently too difficult. You can see the little icons in the unit's display in battle detailing what enchantments they have (I think) but for some reason to dispel one on the overhead map you have to go the Ledger and manually dispel it from there. What a chore!
I really like the cutscenes that happen when you start the game, or when you find a wildland, and all of those. They have beautiful art, and really help with game immersion. I understand that this one is a bit wishful, though, considering how much extra work would have to go into the art and design of said cutscenes. Nonetheless, it is a HUGE benefit to immersion and interest levels and I really think the game would benefit from more.
Yes! I built some really dumb factions that are just plain bad when I started playing this game and I haven't a clue how to delete them, so the AI is stuck with horrible factions that don't even have a good custom unit pool to draw on. Seems a bit unfair.
This makes no sense. We need to fix this. Diplomacy is hard enough as it is, why won't the AI accept horses and stuff for treaties, but they'll accept them for trades? Treaties have a diplomatic value, and one that should be matchable by resources too.
There is a clear need for this. I inadvertently made two of my factions have the same main faction color and they spawned next to each other... needless to say, way too much confusion arose.
There are probably a lot of things I've thought of while playing the game myself, but I can't think of them at the moment.
I do hope more members read and give feedback on this thread! I think it will really help out the people at SD if they know what kind of UI changes we want.
OP updated with your feedback. Thanks!
Please clarify (with flavor text) that the Dodge bonuses from Shrink and Lucky stack multiplicatively with the base dodge stat, NOT additively.
I guess this overlaps with an existing request...
Have the Hiergamenon as the "one stop" source for all game rules/mechanics/prerequisites/spells/effects/magic items, etc.
The tooltip and descriptive flavor text for Wild Game states that it provides extra grain for the city it's attached to. The bonus on the improvement reads that it provides +3% HP to all units in the faction. The latter is correct, so, please update the former to be accurate.
I'm not sure if my suggestions go here or in the LH support forum, but here goes
The mouse over pop up text appears a fixed distance from the top of the mouse cursor instead of a fixed distance from the icon. This will result in the pop up text appearing in various places, covering up the icon and generally being annoying
This photo shows a good spot for the popup to appear (it is the end turn text popup - lower right part of screen)
https://dl.dropboxusercontent.com/u/77858773/LegendaryHeroes_1365949627.jpg
In this shot it is too low covering up the icon text (it is the buy text popup - center of screen)
https://dl.dropboxusercontent.com/u/77858773/LegendaryHeroes_1365904818.jpg
Another example of it being too low (kingdom info text popup - lower right part of screen)
https://dl.dropboxusercontent.com/u/77858773/LegendaryHeroes_1365949635.jpg
Then here is another problem I have
The mini map covers up a large portion of my kingdom reports scrolling menu
https://dl.dropboxusercontent.com/u/77858773/LegendaryHeroes_1365961713.jpg
Place a link from the screen of faction trading to the screen of faction relations.
Currently you can do the opposite: from faction relations you can click "Speak To" to jump to the faction trading window, but if you want to do the opposite, you have to exit the screen, hit "Govern", hit "Faction Relations".
A simple button would be very welcome.
Better implementation of Road Building units; specifically allow for a toggle to auto-road-build on said units [FuzzyGold]
x1000
mqpiffle ..... Great job organizing this request document!
In the tactical menu, please include a 'countdown timer' for turn-limited effects that are cast on a unit-e.g. if a unit has been imprisoned, when you mouse over the initiative list and then click on the unit and you see it's attribute card, it would be nice if there were a countdown to the termination of the effect when you hovered over it.
In the same vein, if there could be a turn-count until a skill or spell could be used again-e.g. a cooldown timer for Cleave.
It would really be nice if there were a place for a real-time, reviewable battle log (that is, you can see all actions from the start of the battle), but I do not think there is enough screen real estate for it.
Right, came back and looked.
+1 to this one, it seriously needs to be done, especially with the way in which new patches get rid of your custom units for each faction. Re-designing them means you have to re-play an entire game with each faction in order to get your custom units back up and running.
When I create a custom race that I don't plan to play as right away, I use the cheat menu to set up their troop types. Right click on LH in your Steam library, and choose properties, then set launch options. Type -cheat into the space provided. Start a new game with your custom race, and use Ctrl-J to research all techs, then design away. It's not an ideal system, but it works.
You can also backup the relevant files to keep them from being overwritten, but they might not work with the next update.
Type -cheat into the space provided. Start a new game with your custom race, and use Ctrl-J to research all techs, then design away. It's not an ideal system, but it works.
Thanks! I think a couple of people mentioned that you could do something like this but this is the first time someone's actually explained it to me. I didn't realize you could cheat like that, or even that this game *had* cheats.
As for the second part, yes, I think I might give it a wait for the update before I do so... currently don't feel like re-re-designing all of my faction units again.
I still wish I could give each of my units flavor text that is visible in the unit info screen, I have all these backstories for them that I can't currently add in.
We already have a Quick-Save [ctrl-S], can we please have a Quick-Load?
Better yet, make the keybindings the same as every other game, F5 for Quick-Save and F9 for Quick-Load.
While on the subject of keybindings, please add an option screen so players can define their own keybindings.
This one is purely aesthetic, but:
Add a "no armor" option that shows Sovereign (other units would be nice too, but I mostly just want the Sovereign) in whatever outfit he/she starts with (particularly relevant for Created Sovereigns).
OR
Add a "no helmet" option that shows Sovereign (other units would be nice too, but I mostly just want the Sovereign) without a helmet, regardless of what he/she has equipped on the head slot (particularly relevant for Created Sovereigns).
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