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  #11  
Old September 16th, 2006, 12:08 PM

frightlever frightlever is offline
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Default Re: SE V demo Interface

Oh and not to ***** or anything I was trying to keep the screenies under 100kb with my own postings just in case there are still dialup users here.
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  #12  
Old September 16th, 2006, 12:12 PM
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Default Re: SE V demo Interface

Eh? I almost never rotate the view... there is no need. (After all, all of the hexes in my view are bigger than the hexes in your original top-down view)

Once in a while I might, if I feel like getting a closeup of some particularily devious fleet deployment of SE5a's
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  #13  
Old September 16th, 2006, 12:21 PM

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Default Re: SE V demo Interface

like behind a sun SJ?
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  #14  
Old September 16th, 2006, 12:31 PM

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Default Re: SE V demo Interface

You'll rotate the view every time you inadvertnetly stray off to either side actually. Just like you'll have to change your zoom if you go to far top or bottom.

And like I said this is the exact problem I have with the 2D view. I mainly just want a way to lock the view. I have Carpal Tunnel Syndrome. Try moving your mouse by making a fist and using the edge of you palm to move it - this is my world. I can FPS with the best of them on easy but fine control has gone. If you ever suffer RSI you will learn to distill your computing into what is good for it and what is bad for it. Needless mouse clinking and movement is a bad thing.

You say you don't need to rotate the view much but I don't see why you should have to rotate the view at all. In any event I can't see how that skewed 3D representation (of a myth of a view) is actually helpful to you, more than a straight 2D view would be. You're actually letting the skewed view play tricks with you vis a vis distance to objectives.
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  #15  
Old September 16th, 2006, 01:32 PM
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Default Re: SE V demo Interface

I agree with you about too much clicking.
And a lock against accidental moves would be nice.

There are no perspective tricks with distances or anything...
Distances are all in "number of hexes", anyways. My goal is to have everything on the screen at once, and have it be as big as possible.

There is perspective, but it is no more a trick than a 2D photograph of the backyard.
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  #16  
Old September 16th, 2006, 01:35 PM
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Default Re: SE V demo Interface

so SJ, that screenshot seems to not be of the demo. I'd venture a guess that its not even a screenshot of the stock game. What kind of mod are you running there that gives your homeworld a scanning-range of 3 on the first turn of the game?
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  #17  
Old September 16th, 2006, 01:37 PM
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Default Re: SE V demo Interface

What you see are just trivial things like new hex colours and settings.txt saying scanning range for colonies := 3 instead of 0.
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  #18  
Old September 16th, 2006, 02:25 PM
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Default Re: SE V demo Interface

How did you shrink the Empire flags without also shrinking the base/ship/unit # displays?
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  #19  
Old September 16th, 2006, 02:30 PM
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Default Re: SE V demo Interface

Unfortunately they're attached on the same .bmp image so you can't reduce one without reducing the other.
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  #20  
Old September 16th, 2006, 02:31 PM
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Default Re: SE V demo Interface

I had to do it by editing all the bitmaps...
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