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June 4th, 2008, 09:21 PM
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Sergeant
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Join Date: Oct 2005
Location: Cleveland, USA
Posts: 224
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Thanked 5 Times in 5 Posts
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Re: The Future of Space Empires IV
Quote:
Ironmanbc said:
there are quite a few of us the STILL play SE IV (I for one still bug ya all for any update to mods)
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Last week I started a new DN4.7 game, and this evening I'm going to begin a new Star Trek Mod game.
I am still trying to decide which version of the STM I want to play.
After playing the demo of SEV I decided to stay with SEIV. For me, SEIV is far from dead.
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-- Tony
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June 5th, 2008, 05:20 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Re: The Future of Space Empires IV
SE5 has serious usability problems. Not only that, but the eye candy that makes it so hard to use looks circa 1999.
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June 5th, 2008, 07:33 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: The Future of Space Empires IV
What eye candy makes SE5 hard to use? SE4 wastes as much screen space in its report screens as SE5 does (due to poor scaling to larger resolutions). Certainly the excessive clicking and poor button panel layouts harm usability, but that's not "eye candy."
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June 5th, 2008, 09:29 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: The Future of Space Empires IV
I'm referring to both the interface and the 3d hex-based map. Strategy 1st seriously needs to hire a usability expert.
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June 6th, 2008, 12:17 AM
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First Lieutenant
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Join Date: May 2003
Location: Gettysburg Sector
Posts: 785
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Re: The Future of Space Empires IV
Quote:
Urendi Maleldil said:
I'm referring to both the interface and the 3d hex-based map. Strategy 1st seriously needs to hire a usability expert.
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*ducks in case Aaron chucks a coffee cup at Urendi*
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June 6th, 2008, 01:36 AM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
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Thanked 3 Times in 3 Posts
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Re: The Future of Space Empires IV
Quote:
Urendi Maleldil said:
I'm referring to both the interface and the 3d hex-based map. Strategy 1st seriously needs to hire a usability expert.
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Hexes good. Interface bad. Ship layout bad. Modibility good.
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June 6th, 2008, 02:53 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
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Re: The Future of Space Empires IV
[quote]
Fyron said:
Quote:
I guess some Adamant patches don't count. Combat Wombat put out an update for Invasion! a few weeks back. Doom and gloom is much more fun, however.
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Apparently not as much fun as sniping at people without fully reading what was said, or trying to actually understanding it.
I didn't criticize anyone's efforts, nor did I imply they weren't valued. What I said was " No one else seems to be seriously adding to or developing anything else for it.", indicating that not much else NEW is being done, beyond occasionally updating existing Mods.
Both AT and Urendi Maleldil are, and seemingly have been solely, developing NEW mods for SE4, not updates.
While updates are terrific and always welcome, they do only improve on what's already has been done, and don't actually break any new ground.
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June 6th, 2008, 04:57 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: The Future of Space Empires IV
Quote:
Urendi Maleldil said:
I'm referring to both the interface and the 3d hex-based map. Strategy 1st seriously needs to hire a usability expert.
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What is wrong with the hex map? It provides much better geometry than a square grid, eliminating the issues with diagonal movements covering greater distances than horizontal and vertical ones.
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June 6th, 2008, 10:02 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: The Future of Space Empires IV
Quote:
Fyron said:
Quote:
Urendi Maleldil said:
I'm referring to both the interface and the 3d hex-based map. Strategy 1st seriously needs to hire a usability expert.
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What is wrong with the hex map? It provides much better geometry than a square grid, eliminating the issues with diagonal movements covering greater distances than horizontal and vertical ones.
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The hexes aren't the problem, the 3D implementation is the problem. You constantly have to rotate the map to either find the selected object or figure out which hex you need to click to select it. Trying to get around this by switching to the 2D overhead map doesn't help, because the scale and orientation changes between views, so you've got to scroll around and search for the object again every time you switch between the two. The flags and status icons are sized such that you can either set them to be readable, or to not block other labels, but not both.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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June 6th, 2008, 10:25 AM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Re: The Future of Space Empires IV
Exactly.
Also there is a workaround for the square grid : diagonal movement should cost you not 1 point but 1.5 points (which is pretty close to sqrt(2)=1.44...). I wonder why Aaron never thought of it...
Hexes are still better though.
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