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
This please. I actually liked Civ 5's not letting you continue the turn until all your cities are doing something useful. The button turning yellow isn't helpful when you've got a list to scroll through on Large/Huge maps, especially with how finicky/small the scroll area seems to be.
Tab does select idle cities along with units, but even with the ZZZ, and the popup in the right, I still miss it.
I'd like a toggle switch that "auto focus an idle city", then if there is more than one, tab (or shift+tab whatever it needs) would select the next. In a perfect world soon as I hit "done" on that city it would even find the next idle city with yet another toggle option "auto select idle city". Civ 5 made me really lazy on this but it was really nice to never have it left up to small icons or second guessing. Sometimes you are focused on the fight at hand and just want to click 'end turn' to get that guy running or something, and become oblivious to empire management (lol it's true!).
My persoal Interface-Favourites are simple, pretty and effective at the same time.
They are not disturbing and good looking, but offer quick, intuitive and complete information in the background or within one click.
Good examples would be Master of Magic, Kohan, Warlock: Master of the Arcane and Civilization V.
+1 to this
Quickslots for strategic spells (basically the same as in tactical maps, but for frequently used spells such as lower/raise land, tremor, freeze, pillar of flame etc.) [Azunai_]
Updated. Keep em rollin'!!
What exactly is the capital city icon? I would be curious to see it in a higher resolution...
I've got a list here:
https://forums.elementalgame.com/439642
I need to go through and mark out things that have already changed. I'll get started on that now.
Have Previous/Next city buttons on the City HUD at all times, not just in the Build/Train windows.
On the top left of the main screen is a list of units/stacks. Method to quickly see if stack has movement left in current turn, without moving to actual unit, and clicking. This could be a tiny icon added to the unit/stack box on top left of screen. Red for no movement, green for full movement, yellow for partial movement. (or does yellow mean speed up? <jk)
EDIT: almost forgot, how about a way, when city growth (pick a free upgrade building) to make the pop up window translucent so you can see whats under it? Prefer previous idea posted above that this popup window allow either 1) put off acting on it until later in turn, 2) allow immediate access to appropriate city screen and then, upon signal from user, return to pop-up screen to choose the building.
When a unit deserts and the player clicks on the notification, jump to the location of the desertion and tell what kind of unit it was!!!
great thread guys... I've noted a bunch of these and if we have time we will look into getting some of them in there
Thanks Toby. I feel if y'all can get the UI to be top-notch the enjoyment of the game will be increased exponentially.
Wow, nice! Never saw your thread. I'll make a link to it the OP.
Two more ideas:
Currently casting enchants on units on strategic screen is a clickfest. It would be nice if you could do a multiple selection of units with the total sum of mana used being displayed and then subtracted upon cast as usual.
A "Toggle-select all units" option on town screen would be nice. It would reduce the clickfest factor in case of conquests.
I would LOVE a statement in the info screen, telling me the TOTAL number of how MANY troops a EMPIER has.
P.S. Reposting not sure if I was clear enough in what the info. pertain to. ( EMPIER )
1. Border colors should have two colors like the city-states in Civ V so that they don't look so similar. For example, Pariden should blue and white. Resoln should be blue and black.
2. Beguiled needs a little icon above the head.
https://forums.elementalgame.com/442569
+1 to this!
Some faction colors are too similar now.
I think this list'll get more attention than mine, so....
Add the ability to see the full stats and equipment of the two champions we have to choose between on the selection screen itself, or by double-clicking on them in the selection window to bring up the unit detail window.
It already does that dude.
How? I can only see their abilities. I've tried double-clicking on them, and... well, there's nothing really else to try. The only way I can see to do it is to save before the selection comes up, recruit one, look them over, reload the save, recruit the other, look them over, and then make a decision.
Actually, since the random seed isn't saved, I guess the save/load thing wouldn't work.
No it doesn't.
yes, pls another +1 to this.
When you have 16+ factions that you're playing with it's ahrd to differentiate the shades of blue / red or whatever.
Total War series (and i'm sure others) you a 2 coloured border that works really well.
Edit... stupid forum.. dunno why my quoting doesn't work poperly
Regarding this one:
Add the ability to see the full stats and equipment of the two champions we have to choose between on the selection screen itself (or, you know, double-click on them to bring up the unit detail window).
Kael or Frogboy said somewhere this was by design. Might have been in Frogboys youtube.
The idea was you get a rough idea as to teh type of champion they are... but they didn't want players looking at champions as a bunch of numbers so to speak. Something like that.
I kinda like it the way is is personally but each to their own.
Here are my +1 votes:
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