Where did this tact battle UI go?

http://www.1up.com/media/03/7/4/8/lg/462.jpg

What happend to the tactical battle UI in this image? It looks like it uses a que system like you would find in Heroes of M&M V. I really like the look of it. Just a random thought, a que system like that might spice up tact battles a bit.

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Reply #1 Top

http://www.1up.com/media/03/7/4/8/lg/462.jpg

What happend to the tactical battle UI in this image? It looks like it uses a que system like you would find in Heroes of M&M V. I really like the look of it. Just a random thought, a que system like that might spice up tact battles a bit.
End of quote

I wondered about that screenshot, myself. I figured it must have come from the campaign, which I haven't played. But if it's actually from beta, then I wonder even more about that review. The reviewer may have been playing an old version.

Reply #2 Top

That UI does look cool. I never played beta, but I'm guessing tactical played differently back then.

The way it is now - if a unit has 3 actions in a combat round, you can choose to use those actions all at once or use them one at a time while juggling through your party. In otherwords, move unit A one square, click on another unit and move it, and then go back to the original unit to issue a command, etc.. 

Having an initiative bar doesn't seem like it could accomodate this, as you get to decide the order you spend each individual action point across your whole team.

However, it would be nice to have a more visual way of seeing all units (yours and opponents) remaining actions in a given combat round. Perhaps a green dot at each unit's base per action point remaining. Something you could toggle on/off.

Reply #5 Top


http://www.1up.com/media/03/7/4/8/lg/462.jpg

What happend to the tactical battle UI in this image? It looks like it uses a que system like you would find in Heroes of M&M V. I really like the look of it. Just a random thought, a que system like that might spice up tact battles a bit.

End of quote

That GUI looks much better than current and que should be much better than current system. Same goes for strategic map GUI.

http://worthplaying.com/press/300/Elemental_WarOfMagic_04.jpg

Also in that screenshot, why workers had to go?!

Reply #6 Top

Wow that image looks like an awesome game! Too bad it's not Elemental.

The horses have armor, and the soldiers dont look cheesy. The lightning is not overly cartoonish, the dragon is cool, and the catapult is light-years ahead of the ingame design.

I can't wait untill that game comes out :)

 

Seriously, I'm not trying to troll. But I do think they had some great production models andthen randomly decided "the heck with it, this stuff is to good for a game, lets simplify it!".

Reply #7 Top

I really like the highlighted tiles too. Seriously if they can work out the bugs and make tact battles look and play like the image...best game ever.

Reply #8 Top

Also look how nicely spaced the units in the squads are, and the scale is great. good camera angle. I think the scale ingame is too big, and 12 units in a company look stupid all overlaped. Especially with horses, their heads are all in each others butt.

Reply #9 Top

God, that's a great UI. Also in city view:

This looks fantastic, and mock up or not, it comes from Stardock. Which raises the question:

WHY wasn't it implemented??? That's top-notch UI, pretty and intuitive.

Can anyone from SD explain why it was dropped in the process?

EDIT: Just noticed in the tech and arcane research it says DAYS and not TURNS  :grin:

Reply #10 Top

These are ancient mockups. [Btw yeah the UI design is pretty cool on those screenies indeed.]

Reply #11 Top

Quoting vxvoodoo, reply 9
This looks fantastic, and mock up or not, it comes from Stardock. Which raises the question:

WHY wasn't it implemented??? That's top-notch UI, pretty and intuitive.

Can anyone from SD explain why it was dropped in the process?
End of vxvoodoo's quote

It's entirely possible that as pretty as it looks, it simply wasn't a workable concept in-game.  I'm sure the UI went through several iterations until Stardock found one that did everything they wanted/needed it to (and I'm pretty sure that the present UI will be going through several more changes in the coming weeks and months).