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Interface Improvements

Konrad_Novak

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Feb 13, 2015
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4.1. Task Edit dialog (again, where you chose formations, routes and aggro/supply settings of the order) must be updateable. Current state is probably a bug and I think Dave has already told that it'll be corrected soon.
Not sure I fully understand either.

I meant a situation when an already opened "Edit Task" dialog doesn't affect currently selected Task and you have to manually close it and open again via "Edit Task" dialog. I couldn't reproduce the situation since the first post and Dave is probably right - I could "Shift-Click" an old "Edit Task" dialog. "Shift-Clicked" dialogs change only the task which was active when you "Shift-Clicked" them. I'll just delete the suggestion so it wouldn't confuse others.

But it leads me to another suggestion to Dave - please somehow mark such "Shift-Clicked" dialogs. Currently you don't know which of them is updateable (i.e. which will change when you select another unit/task) and which is non-updateable (i.e. which will stay the same if you click anything).

I would be happy if the game just remembers where I place all my windows so that they always open up in the same place.

But doesn't it remember them now? I've just checked the Demo - if you close the dialogs and then open them, they open in the same place.

Personally, I think some of this Overlay information is very important and needs constant access. There is so much space along the bottom task bar of the game I think it would be better if each overlay type was given a button of it's own. Clicking on one will deactivate the one currently selected. At least the player would always be able to access the overlay they want with ONE click and not up to 9!!! A step down from that is to perhaps have similar multiple overlay buttons but perhaps group the overlays eg. the Enemy APer, AArm, Armour on one button, Friendly APer, AArm, Armour on another.

BTW what about a drop-down menus? I've completely forgotten about them, but I think they could be tremendously useful in this situation. If Dave could just put them into all filters (and unit infobox), so player had to make only two clicks (one to open drop-down menu, another - to select the needed item) it could improve the gameflow IMO.

A question to Dave - let's say you've implemented at least some of these interface suggestions. Will they be considered "new features" and be in paid engine updates or will they be released as free patches and affect all previous game engine releases?
 

Bullman

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Mar 25, 2015
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Hi Dave,

I just did not want the importance and need of a good GUI in a game like this to go understated.

I don't want to give up on this game on account of the GUI being more challenging and time intensive than playing the game itself.
eg. there is no fun trying to play this game intelligently in real time knowing that if i want to look at the Control Overlay, I must press the Pause button in the Controls dialog once then press the Overlay button 9 times (and press another 8 times if you press one too many), and then another click to unpause the game and resume playing. That is at least 10 clicks just to view one bit of information.

Which funnily enough reminds me of another issue with the way the Overlap button works.

Why doesn't the game AUTOMATICALLY pause when you press on the Overlay button? The overlay only shows when the game is paused so if a player wants to view an Overlay, they are already agreeing to pause the game. Why make them manually pause the game first? (Unless you think players like mouse clicking many times just to access basic information) Make the Overlay button automatically pause the game.

I would also go so far as to suggest that a quick and ready indicator of how efficient a GUI is (no it is not subjective) is to count the number of clicks and number of menus a player needs to do anything.

PS: The point I forgot to make: Please do not under estimated the large gains to be had by making what are really trivial/simple (perhaps sometimes seemingly inconsequential) changes to the way some of of the GUI works.
 
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Bullman

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Mar 25, 2015
Messages
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Location
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But doesn't it remember them now? I've just checked the Demo - if you close the dialogs and then open them, they open in the same place.

Some do (most?) but definitely not the Force dialog box when you right click and open it.
 
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