Some basic UI clarity- please consider some of these for next (4.0) patch series, Frogboy?

1. Remove trade lines from the main map completely, with a simple toggle for my own. There is no point in showing them at all like that anymore as you cannot raid them and don't need to locate them any more right? It makes for a lot of line clutter: range border, trade, hyperlanes, influence borders all blinking and ant-crawling around. UGH!

1a. Consider NEVER showing trade lines that don't involve me unless I have at least basic intrigue level with one of the races involved... And even then don't display this on the map at all, just list it in the intrigue screen below all the other info as simple pairs with rates (if that).

2. When a ship is selected, why is there no range circle or a line link to where i am hovering my mouse that shows whether or not the ship can make it there this turn without me clicking and committing? This seems pretty basic.

3. Last item built at a colony when you go there?

4. Put the repeatable colony buildables always at the TOP of the list so scrolling to bottom in late game never has to happen... again, and again, and again especially in a large Empire. Or make items not buildable disappear completely under a tab.

5. Why no simple click on a ship design in the menu for the dockyard and then no button to simply obsolete at that level to unclutter the list easier? Its buried under the design new ship menu. Ok this one is minor, but that list gets so cluttered up by the basic offers of the game which I never use...

6. There is no way to find your space lane generator thingies in a list like starbases or shipyards or colonies now that I know of. I've actually lost one that was not activated before... ah well, an Empire's administration is often at fault for many bad things....

143,987 views 32 replies
Reply #1 Top

Oh and for purely personal reasons (like, a mod), could Administrator points display to 0.n accuracy? Pretty please? :)

Reply #2 Top

2. C is the hotkey for "Center Camera". You can use that to bandaid your situation. I been in that place before where I don't know where the stuff I selected or the game auto-select it was on the screen.

 

5. I wish you can go to obsolete list and un-obsolete it. Sometime I misclick it. Also, why can't we make sub-type of the ship like core design? That would help de-clutter the menu greatly. I have like 10+ version of the same hull with same equipment but upgraded. I need to keep obsolete the previous version which is annoying. If we could have sub-type then there is no need to do that. Please tell me that we actually can't do the sub-type because I been finding the way to do this for age since I start playing GC3.

Reply #3 Top

Maybe it would work if most of the lines would only be shown if you select something that is relevant to showing it. For example:

  • the lines from asteroid mines/factories are shown only if either the mine is selected or the planet is supports
  • idem for planets and shipyards

Trade lines can be shown perhaps since they are a bit more important than the other ones in my opinion.

Reply #4 Top

Trades line are in no way more important than the hyper lanes, or the range border. You think they are important? How?

 

Oh and "C" doesn't help when I cannot even find the device in the first place- I bought three hyperlane space thingies all at once from some faraway race... then... couldn't find one of them forever until they surrendered to me and I found it inactive. Finally turned it on. :)

Reply #5 Top

I haven't played retribution so I don't know about hyper lanes. I meant that trade lanes are about as important as range because it is information you often need. You need an idea of who is trading with who, what trade lanes you can attack, etc. Things like the lines from and to asteroids and shipyards you don't really need to see all the time.

Reply #6 Top

Easiest way to find a "lost" hypergate:  relink a known hypergate to it.  You'll see the lane end at it.  

Reply #7 Top

There need to be a hypergate tab like with colony, starbase, fleet, and shipyard. Could merge hypergate into starbase and give it own sub-tab.

Reply #8 Top

Quoting FreedomFighterEx, reply 7

There need to be a hypergate tab like with colony, starbase, fleet, and shipyard.

 

Agreed, this should have been done from the start.  Seems odd that players have to work around this.  Still, it is really only an inconvenience, and not game-breaking, to me.

Reply #9 Top

Wait, you can raid an enemy trade line? I don't see how to do that in the game... you can take out planets and end them, but not raid a line. Am I missing something pretty basic here?

Reply #10 Top

Quoting Dearmad, reply 9

Wait, you can raid an enemy trade line? I don't see how to do that in the game... you can take out planets and end them, but not raid a line. Am I missing something pretty basic here?

no, you cannot.  You could in GalCiv 2

Reply #11 Top

So... again, they serve almost no point at all displayed all the time on the main map. Just clutter that is hard to read through to see what you want.

Reply #12 Top

Quoting Dearmad, reply 11

So... again, they serve almost no point at all displayed all the time on the main map. Just clutter that is hard to read through to see what you want.

The lines help the player to find the planets to which they belong. So they serve some purpose, whether intentionally or not ;)

Anyway, the display of trade routes not belonging to the player should indeed be connected to intelligence level.

Reply #13 Top

Thanks for the feedback!  Please keep it coming.

Reply #14 Top


4. Put the repeatable colony buildables always at the TOP of the list so scrolling to bottom in late game never has to happen... again, and again, and again especially in a large Empire. Or make items not buildable disappear completely under a tab.

5. Why no simple click on a ship design in the menu for the dockyard and then no button to simply obsolete at that level to unclutter the list easier? Its buried under the design new ship menu. Ok this one is minor, but that list gets so cluttered up by the basic offers of the game which I never use...

6. There is no way to find your space lane generator thingies in a list like starbases or shipyards or colonies now that I know of. I've actually lost one that was not activated before... ah well, an Empire's administration is often at fault for many bad things....
I disagree with point four. This would actually slow me down considering it takes me so long to build up planets. It would be nice if we could  make a favorite list to include only items that we use. This would simplify things.

Ship design used to be in the main menu in three, and two. Please put it back in.

It would be nice  to have an option to find the hyperlanes on the main screen, like the shipyards. 

 

Reply #15 Top

Quoting FreedomFighterEx, reply 2

5. I wish you can go to obsolete list and un-obsolete it. Sometime I misclick it. Also, why can't we make sub-type of the ship like core design? That would help de-clutter the menu greatly. I have like 10+ version of the same hull with same equipment but upgraded. I need to keep obsolete the previous version which is annoying. If we could have sub-type then there is no need to do that. Please tell me that we actually can't do the sub-type because I been finding the way to do this for age since I start playing GC3.
I agree it makes no sense that when your replacement shows up from a previous save that you have to go in and obsolete something that you already obsoleted in a previous game.

Reply #16 Top

[quote who="Belgian Bro6789" reply="3" id="3757131"]
Maybe it would work if most of the lines would only be shown if you select something that is relevant to showing it. For example:

 

    • the lines from asteroid mines/factories are shown only if either the mine is selected or the planet is support.
    • I agree with the above this could b e done for all lines. Stupid Android for screwing this up.
Reply #17 Top

One thing I still keep stumbling over is lack of information on modules and improvements. E. g: the improvement tool tip does not say what it gets as adjacency level bonus, making it difficult to plan where best to put it.

Also weapons are hard to compare because they lack tool tips for range, rate of fire. When you add them to a ship, hovering over the weapon gives you that info, but only with current bonuses integrated. It would be useful to see the base value before adding them to a ship to find out whether it's worth adding a module for improving rate of fire or not.

One other thing that bothers me are the many different kinds of production (raw, manufacturing, social, all construction, production , etc.) and bonuses applying to them: these bonuses are confusing, and the corresponding names in the XML are also different. This makes it hard to understand, what, exactly, a module or improvement really affects. I understand this is less of an UI thing, as they all do something different, but at the very least the names used in the XML should be consistently named, corresponding to the UI naming.

Reply #18 Top

Quoting Belgian, reply 5

I haven't played retribution so I don't know about hyper lanes. I meant that trade lanes are about as important as range because it is information you often need. You need an idea of who is trading with who,
it is easier to get this information on the economy screen under trade.

Reply #19 Top

Quoting admiralWillyWilber, reply 18

it is easier to get this information on the economy screen under trade.

Thanks. It has been some time since I last played galciv III (I wrongly remembered that you could attack trade routes like in II, oops^_^' ), I've only recently been playing it again. I usually play on medium maps but trade never really has a chance in those games because when the age of war starts some civs buy some strong ships from the bazaar and everyone fights everyone after that. It's a shame because most of the content like the U.P. and any late game stuff never really happens because of that.

Reply #20 Top

You can edit the value of Tech Age so it take more tech to progress to the next age. Horem with his UCP mod changed it to 30 per age and it feel nicer to not having AI suddenly buy 2-3 powerful mercs out of nowhere.

Reply #21 Top

I've been begging for this for eons-- please add a global option to turn off planetary building auto-upgrades. A simple checkbox would be nice.

I don't always remember to turn it off when I first colonize a planet and I don't want to have to remember to do that. This is a personal choice but I currently don't like the default of it being enabled.

When I have lots of planets during mid to late game, I sometimes will enable it for planets I don't care much about-- they can do what they want. For the most part, I like to manage building production. I feel I do a better job of it than the governors.

Please add this option,

Richard

Reply #22 Top

Quoting rap33042, reply 21

I've been begging for this for eons-- please add a global option to turn off planetary building auto-upgrades. A simple checkbox would be nice.

I don't always remember to turn it off when I first colonize a planet and I don't want to have to remember to do that. This is a personal choice but I currently don't like the default of it being enabled.

When I have lots of planets during mid to late game, I sometimes will enable it for planets I don't care much about-- they can do what they want. For the most part, I like to manage building production. I feel I do a better job of it than the governors.

Please add this option,

Richard

Everyone been asking for this since GC3 came out. Nobody like automation without our consent. It is irritating.

Reply #23 Top

Thank you for the feedback.

@rap33042 I have passed the suggestion on to the team.

Reply #24 Top

Quoting rap33042, reply 21

I've been begging for this for eons-- please add a global option to turn off planetary building auto-upgrades. A simple checkbox would be nice.

I don't always remember to turn it off when I first colonize a planet and I don't want to have to remember to do that. This is a personal choice but I currently don't like the default of it being enabled.

When I have lots of planets during mid to late game, I sometimes will enable it for planets I don't care much about-- they can do what they want. For the most part, I like to manage building production. I feel I do a better job of it than the governors.

Please add this option,

Richard
yeah I agree not just one thing, but for all the colonization non building options to be global, not just on the planet. With the planet being able to override it for the planet. With an option to reset all planets back to global. I have been asking for 2014. It was originally just an idea for galactic civilizations 3.

Reply #25 Top

Another vote to this. Especially early game, when you get to the level where you need Durantium and Prometium to buid factories and labs, I don't want silly governers to waste all my precious resources! (That said, it's silly to have spammable buildings require special resources in the first place!)