
January 21st, 2004, 06:36 AM
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Corporal
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Join Date: Jan 2004
Location: Wilmington, Delaware, USA
Posts: 191
Thanks: 1
Thanked 13 Times in 2 Posts
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Re: User Interface Improvments Wanted
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Originally posted by Graeme Dice:
quote: Originally posted by Evil Dave:
Compare this to the Skull Standard, which comes right out and says "spell: Panic".
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It says panic in that case because it allows the commander to cast the panic spell.
Right. So why can't everything have a concise description? I've gotten tired of the recent trend in games where the game-within-a-game is "guess what the moves do". There are times when the exact effect is either below the level of abstraction of the game or is intentionally random, but I can't see why a god with incredible magic powers wouldn't know what his spells or magic toys do.
Oh, and thanks, Zen, for the pointer to the reference. Still wish it was in the game.
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quote: Bug fix: Ritual spells and forge orders sometimes forgotten if leader looked at, or ritual spell or forge screens opened but cancelled.
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That's to let you cancel the order if you change your mind.
Sure, but from an interface design standpoint, there's already a cancel option: defend.
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quote: Option to have all priests Call God.
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Even those ones you have out doing other more important things at the moment?
It's an option. I don't mean that it should replace the one-at-a-time commands.
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quote: If a unit can't move into a province, say why (not enough raw movement points, unfavorable terrain to move that far).
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I'd definetly want to turn this one off right away.
I think I like Zen's suggestion of displaying army movement limits with their commanders better than my proposal.
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quote: Show disease icon on provinces known to spread disease (magic site, Miasma domain)
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Sites that are known to the player could show this. Miasma should not, as that would give you information on both what theme the C'tis player is using, and who the owner of the positive dominion is.
Oops. My mistake. I thought domain type was public knowledge, but I see that it isn't. That's a symptom of playing several sides at once to test stuff.
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quote: Add disband row at bottom of screen; all soldiers placed here are disbanded at next turn generation.
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I don't believe that there is any intention on the part of Illwinter to allow you to disband your troops. If you want to get rid of them, you have to send them on suicide missions in squads by themselves.
Somebody is going to have to explain this one to me in small words. I'm playing a god. If I want Bob the afflicted, cursed, and otherwise useless fanatic to go back to his farm and fanatically till his fields, I expect him to obey.
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quote: Make next turn work like single player: can submit turn then go back
and make other moves or look at battle movies.
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It already works like this.
Hm. Wasn't obvious to me. I may just be stupid.
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quote: Add countdown timer showing time until next automatic host update, if autohost is being used.
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This also already exists.
But not in the main screen, where I'm spending most of my time. I tried a blitz game (five minute turns) with a few friends, and several of them missed turns because they simply didn't notice that five mintues had gone by. Since I had the server running in another window, this wasn't a problem for me.
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