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
It did in earlier beta versions because I did it. They must have took it out in .75 for some reason.
Actually you can eat pie in the sky if you can fly... and we all can, in one way or another.
Well, it was in reply to the end of page 1, you can get caught with reading a thread from the start and then replying after the first page.
Updated, thanks!
We need more players to weigh in on this topic.
Even if you just agree or disagree with stuff already on the list.
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 )
Add an equip button in the trade and shop screens for going to the full equip window.
When you hover over an enemy in tactical combat, the unit window on the lower right of the screen needs to show the enemy units move stat.
I heartily approve of this thread, and the suggestions therein.
+1.
Personally, I would like to see a mechanism for creating custom characters and races via the menu, along with the suggestions for sovereigns, factions and troops.
Allow the info on build panel to show 4 digit numbers.
Currently it cuts it if the number is > than 999:
Edit: adding suggestion.
Casting multiple spells in world view is way too clumsy, everytime you cast, you have to open spellbook and search through the pages.
Suggestion:
1. Allow for multiple casting, maybe keeping SHIFT (or whatever key) pressed. Usuful for buffing an entire group with the same spell, or the usual Destiny Insight spam on a hero
and/or
2. Add a world view spell bar, just like in combat view.
+1
Suggestions:
#1 Have a switch that turns road building on|off so that we don't have to do move+click multiple times.
#2 When clicking Trade after obtaining loot, make that item the selected item. I'm frequently trading the wrong item
Sorry, I don't understand what you're asking for here...?
I read it as: Put your "Road Builder" unit into road builder mode so it auto-builds roads. (or turn the mode off)
Ah...got it.
And, damn this forum. It didn't save the changes to the OP I made a couple of hours ago. Sigh.
Save the changes you want to make in a text file, so that if it happens again, it will be easy to still update it easily.
I would love WAY more one-screen cutscenes popping up and telling the story.
Cutscenes for random events.
Cutscenes for hero injuries.
Cutscenes cities falling or cities being conquered.
Cutscenes when starting important battles (like against wildland bossmen or faction sovereign encounters)
Cutscenes for meeting new factions
I would even say that the intro 'book' should be a cutscene instead....with the same information perhaps, but definately in the same format as the other cutscenes shown to date.
Might be good timing then to just mention.... good thread, thanks. Keep it going.
This may be a bit messy, as I like a lot of these points = P I will note which by putting (+1) after them, and elaborating if I feel the need.
(NEW) Please do something about keyboard scroll speed - too fast zoomed in, too slow zoomed out.
(NEW) Increase the opacity of repetitive construction Icons (Produce Growth, Gildar, Research, Mana) to make them stand out better on the Empire Tree.
(NEW) Please stop telling me that units I have willfully disbanded "deserted".(NEW) Please stop informing me that resources are in my ZoC when I don't have the necessary tech to exploit them.
(NEW) Enable an option to Raze wild resources after we have begun to exploit them (in the case we have to give up ground and want to deny the enemy resources - if I can't have them, you can't have them either).
Tactical UIDamage potential indicator (bottom right corner of tactical UI when mousing over potential target) needs to update completely, especially when using some spells and abilities. (+1)An "Initiative Bucket" indicator, that fills as tactical combat ticks along, which graphically shows how initiative is being determined and affected by various game effects. [Schnordke] (+1)Better highlighting of targets and target areas, including showing unit outlines through obstacles. [Snowraven] ((+1)
(NEW) Certain AoE abilities (such as Rain of Arrows) will not allow you to cast if an ally is within their sphere of influence. Please correct the error message displayed when this happens to say as much, rather than the current notification that it must target an enemy.
General FunctionalityWhen a useable item (like a potion or a book) is selected in the trade or shop windows, the Equip button should change to a Use button, the Trade & Equip button should change to Trade & Use, and the Buy & Equip button should change to Buy & Use. (+1)Option to remove enchantments on a unit from within the unit's Unit Details screen [Azunai_] (+1)While looting items, change the "Equip" button action from auto-equip to instead open the Unit Details > Equipment screen, or at least add another button for that functionality. [Leo in WI] (+1)When the city leveling dialog appears, include a button linking to the city details screen [thadianaphena], and/or an option to defer city leveling [Snowraven], and center the city on the screen [jonmdewey] (+1 - I sometimes forget where I built, say, the Grand Archive, in which city I want to emphasize Research, when my standard choice for conclaves is to increase the Essence count.)In the City List screen, remove the Villages/Towns/Fortesses/Conclaves headers so I can sort the entire list from top to bottom. The icons next to the city's names are enough. (+1, but make it optional if possible. I kind of like the sub-sorted listing.)In the City Details screen, please allow me to manipulate build/train queue, show stationed units, and add Build and Train buttons to the interface. (+1, but only if this can be done without cluttering the screen too much.)On the hero recruitment screen, allow the player to view each hero's Unit Details screen prior to making a selection. [Darxim] (+1)Tool-tips / Mouse-over FunctionalityTool-tips on items should show comparisons to currently equipped items [Trojasmic] (+1)Game OptionsAdd XP slider to the game setup options [StevenAus] (+1 - XML editing is clunky, and not everyone is savvy enough to be doing so)Auto-focus on next idle city toggle [magnadrive] (+1)
(NEW) Increase the variety of options for seeding things like resources and monsters (IE instead of "Few, Moderate, Abundant", something like "Few, Sub-par, Moderate, Extra, Abundant").Sovereign / Faction CreationAllow the player the options to delete and edit sovereigns and factions on the sovereign/faction creation screens, instead of having to go to the xml files. [Borg999] (+1)DiplomacyAllow me to make counter-proposals when the AI contacts me with a potential trade. (+1)Give me more information about the current proposal when the AI contacts me with a potential trade. (+1 - for instance, a player has not yet seen the load-screen-tip explaining tech points, and wonders what they are when the AI offers a trade of them.)Allow negotiation for multiple treaties simultaneously [Trojasmic] (+1)Allow use of any resources to negotiate for treaties (Why are trade and treaties separated in the first place?) (+1)HiergamenonKeyword search function. [EffBie] (+1)
(NEW) Add an icon to the Empire Tree denoting when a settlement has build options other than "Produce [stuff]" (this would be most useful when currently producing [stuff]).Tactical UIDamage potential indicator (bottom right corner of tactical UI when mousing over potential target) needs to update completely, especially when using some spells and abilities. (+1)An "Initiative Bucket" indicator, that fills as tactical combat ticks along, which graphically shows how initiative is being determined and affected by various game effects. [Schnordke] (+1)Better highlighting of targets and target areas, including showing unit outlines through obstacles. [Snowraven] ((+1)(NEW) Certain AoE abilities (such as Rain of Arrows) will not allow you to cast if an ally is within their sphere of influence. Please correct the error message displayed when this happens to say as much, rather than the current notification that it must target an enemy.General FunctionalityWhen a useable item (like a potion or a book) is selected in the trade or shop windows, the Equip button should change to a Use button, the Trade & Equip button should change to Trade & Use, and the Buy & Equip button should change to Buy & Use. (+1)Option to remove enchantments on a unit from within the unit's Unit Details screen [Azunai_] (+1)While looting items, change the "Equip" button action from auto-equip to instead open the Unit Details > Equipment screen, or at least add another button for that functionality. [Leo in WI] (+1)When the city leveling dialog appears, include a button linking to the city details screen [thadianaphena], and/or an option to defer city leveling [Snowraven], and center the city on the screen [jonmdewey] (+1 - I sometimes forget where I built, say, the Grand Archive, in which city I want to emphasize Research, when my standard choice for conclaves is to increase the Essence count.)In the City List screen, remove the Villages/Towns/Fortesses/Conclaves headers so I can sort the entire list from top to bottom. The icons next to the city's names are enough. (+1, but make it optional if possible. I kind of like the sub-sorted listing.)In the City Details screen, please allow me to manipulate build/train queue, show stationed units, and add Build and Train buttons to the interface. (+1, but only if this can be done without cluttering the screen too much.)On the hero recruitment screen, allow the player to view each hero's Unit Details screen prior to making a selection. [Darxim] (+1)Tool-tips / Mouse-over FunctionalityTool-tips on items should show comparisons to currently equipped items [Trojasmic] (+1)Game OptionsAdd XP slider to the game setup options [StevenAus] (+1 - XML editing is clunky, and not everyone is savvy enough to be doing so)Auto-focus on next idle city toggle [magnadrive] (+1)(NEW) Increase the variety of options for seeding things like resources and monsters (IE instead of "Few, Moderate, Abundant", something like "Few, Sub-par, Moderate, Extra, Abundant").Sovereign / Faction CreationAllow the player the options to delete and edit sovereigns and factions on the sovereign/faction creation screens, instead of having to go to the xml files. [Borg999] (+1)DiplomacyAllow me to make counter-proposals when the AI contacts me with a potential trade. (+1)Give me more information about the current proposal when the AI contacts me with a potential trade. (+1 - for instance, a player has not yet seen the load-screen-tip explaining tech points, and wonders what they are when the AI offers a trade of them.)Allow negotiation for multiple treaties simultaneously [Trojasmic] (+1)Allow use of any resources to negotiate for treaties (Why are trade and treaties separated in the first place?) (+1)HiergamenonKeyword search function. [EffBie] (+1)
Hi All,
I've never played the first FE just got LH and I am loving it--so much that I thought to give some feedback to Stardock, which I've never done before for any game. Please excuse my noob-ness and correct me when necessary
I'm not sure if this UI idea has been suggested, correct me if it has:
I noticed that on the Main UI it shows the unit Moves as 2/2 or 0/2 for example, on the bottom left of the screen (Details). But when you mouse over the unit on the map, it only shows the unit Moves as 2 or 3 (not 2/2 or 0/2). If you notice HP is consistent across all sections-- Details and mouse over. Even more, HP is shown as a graphical bar (green) on the Unit portrait--in both the Main and Tactical UI.
I was just thinking it would be nice to have the Moves displayed the same way as HP across all areas of the UI. I get confused not knowing if all my moves are used up and I thought it would be more efficient to have it displayed as a colored bar in the Unit portrait in the Main UI---- so it would be like a blue bar above the green one. So as you move the blue bar goes down and you can see it instantly without clicking or mouse-over. Consistency across the whole UI. And once you have many armies it would be easy to scan the Unit portraits.
It doesn't look like mqpiffle is updating this anymore.
I will.
I was just frustrated when the server didn't save my OP update the other day.
And I've been playing the game a lot lately. ^^
My apologies then! I will smash a server with a sledgehammer tomorrow in your name!
Well, unfortunately the game does provide an indication for "moves unused." If your army's portrait has a bright green ring around it, then that army has unused moves. It is not very noticeable and I played several games before I saw it and apparently there are many veteran players who have yet to notice it judging from comments I see on this forum.
I am all for giving a movement points bar a +1. The UI definitely needs a better way of informing the user of which armies have unused moves.
During trade negotiations, allow me to remove an item that is on the table without having to cancel the entire trade and start over.
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