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October 21st, 2006, 07:04 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: 1.08 bugs.
Quote:
Slick said:
- there are no "move to top/bottom" buttons in the construction queue.
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Doesn't replacing the top item in the queue cause the last turn's production overrun to be lost? If so shouldn't we want a "move to next/last" button instead of a "move to top/bottom" button?
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October 21st, 2006, 08:14 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: 1.08 bugs.
Quote:
It's ludicrous that I have to hit "backspace" to delete the default "1" each time.
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Most of the modern visual languages make programming it not to do that (all-selected default) just a matter of clicking a checkbox/boolean list. Very easy fix.
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October 21st, 2006, 09:18 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: 1.08 bugs.
Quote:
AngleWyrm said:
Quote:
It's ludicrous that I have to hit "backspace" to delete the default "1" each time.
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Most of the modern visual languages make programming it not to do that (all-selected default) just a matter of clicking a checkbox/boolean list. Very easy fix.
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I understand that. Since it is so easy, why was it released that way? In a single game, things like this will make players pull their hair out due to the sheer number of unnecessary clicks, keys and steps to get something simple done.
There are only 2 things standing in the way of making SEV a really great game: A small handful of bugs that cause the game to crash, which I'm sure will be fixed and a very cumbersome UI, which really drains a lot of the fun out of the game. I sure hope that the UI gets basically overhauled, using a player perspective as a guide, to give the player an intuitive, easy and efficient front end UI. Right now, unfortunately, it's none of those things and as a game progresses, they manifest themselves much more.
__________________
Slick.
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October 22nd, 2006, 12:05 AM
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Sergeant
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Join Date: Apr 2004
Posts: 202
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Re: 1.08 bugs.
Quote:
Slick said:
In a single game, things like this will make players pull their hair out due to the sheer number of unnecessary clicks, keys and steps to get something simple done.
There are only 2 things standing in the way of making SEV a really great game: A small handful of bugs that cause the game to crash, which I'm sure will be fixed and a very cumbersome UI, which really drains a lot of the fun out of the game. I sure hope that the UI gets basically overhauled, using a player perspective as a guide, to give the player an intuitive, easy and efficient front end UI. Right now, unfortunately, it's none of those things and as a game progresses, they manifest themselves much more.
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SLICK I LOVE YOU can I have your baby?
If enough people agreed, I'd hold out hope for just such an overhaul...
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October 22nd, 2006, 12:31 AM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
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Re: 1.08 bugs.
Well said slick. I'm still kind of dumbfounded that fleets are still useless, expending all of their ordinance in 1 turn sitting still.
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October 22nd, 2006, 12:43 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: 1.08 bugs.
I'm composing an email to MM with some proposed UI suggestions. After I send it, I'll post it here.
@ Y: That won't be necessary.
__________________
Slick.
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October 22nd, 2006, 02:44 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: 1.08 bugs.
Strategic combat still crashes sometimes. If saved just prior to the crash, reloaded, and redone in tactical with auto-everything, no crash. Wierd.
Similar components aren't next to each other in the ship designs screen. Examples: engines are scattered, colony modules are scattered. Yes, at the cost of even more clicks, I can filter the list, but again, it should be better organized for the player in the first place.
__________________
Slick.
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