Re: Interface and other complaints (Civ3 is flawless and perfect types need not read).
I think the original poster has some good points. I don't agree with all of them - but then again, when do you ever agree with ALL of someone else's points?
I think the original poster has some good points. I don't agree with all of them - but then again, when do you ever agree with ALL of someone else's points?
Originally posted by Dev
I'm going nuts moving my 30 unit army one by one.....
- No group movement is just stupid player griefing...
I'm going nuts when after moving 5 units from a 10 unit stack it suddenly decides it's more much better to active a worker 5 screens away than to activate unit #6 of my current stack.
- logic....
Yes. Although it smacks of the C&C series, you should be able to "drag" the mouse to activate a group of units in a given area and have those units advance to the head of the movement line. Seems basic enough.
I'm going nuts when i try to get a clear overview of my units in a given tile.
- Inexcusable rushing...
I actually like the right-click feature, but the numerical information there clicks with me. It's a CtP way to present info, but that's not the end of the world for me because I can digest information presented in that way. Maybe they could make it more pictorial, to fit in with the at-a-glance Civ tradition?
I'm going nuts when I want to semi-end the turn for a given unit but I can't, there's no way to skip a units turn without completely ending it.
- Skip turn should pull the unit from the "next available unit" rutine BUT you should still be able to manually click and move it.
The "W" key will do this. "Skip turn" is more for resting and healing units. There is an interface button on the screen next to the "skip turn" button if you don't like the "W" hotkey.
I'm going nuts when the governor starts producing a Galleon after finishing a battleship.
The 0.005 secs on screen msg about finished unit building jobs is a joke, give me a pop-up menu and kill the damn governor for christ sake.
Yes, this is bad. When you finish building a unit, the governor should keep building that unit. This complaint is fairly universal.
OTOH, the problem with giving you a pop-up menu for every city that finishes producing something [not just a building, but a unit] is that it will make the turns very, very long. The developers are between a rock and a hard place because while your feedback here is valid they ALSO seem to have gotten a lot of "There are too many damn pop-up's!" feedback from CivII. Maybe they could bring the pop-up's back but make them optional?
The late game is such a management grief that I quite frankly don't bothert playing much into the industrial age when I get 20 cities, 70 workers and 70 military units ot keep track off.
If you enjoy this kind of grief then more power to you but respect that I don't.
That's not a lot of units or cities at all. Well, the 70 workers is a lot. You probably don't want to try a huge map because I generally have 20 cities before I've even met all the other civ's.
It would be highly useful to have another zoom level available, however. The task would be more manageable if it were possible for me to zoom to a level where I could see a fifth or a fourth of a huge map at once for an overview. I end up doing double-scrolling, first to get my bearings, second to actually take action. When you're doubling up the # of units does become a problem.
Another thing that is immensly annoying in my world is that it doesn't update everything at the start of your turn, for example
why does it have to cycle through 5 cities that just produced something before it announces the tech advance that lets me build the new improvement I want to start building in those 5 cities ?
They should tranche the updates to make dependencies go first. Any Firaxis types want to comment on how the game prioritizes how to deliver update messages to you? Can the game handle a priority change?
/dev
I'm going nuts moving my 30 unit army one by one.....
- No group movement is just stupid player griefing...
I'm going nuts when after moving 5 units from a 10 unit stack it suddenly decides it's more much better to active a worker 5 screens away than to activate unit #6 of my current stack.
- logic....
Yes. Although it smacks of the C&C series, you should be able to "drag" the mouse to activate a group of units in a given area and have those units advance to the head of the movement line. Seems basic enough.
I'm going nuts when i try to get a clear overview of my units in a given tile.
- Inexcusable rushing...
I actually like the right-click feature, but the numerical information there clicks with me. It's a CtP way to present info, but that's not the end of the world for me because I can digest information presented in that way. Maybe they could make it more pictorial, to fit in with the at-a-glance Civ tradition?
I'm going nuts when I want to semi-end the turn for a given unit but I can't, there's no way to skip a units turn without completely ending it.
- Skip turn should pull the unit from the "next available unit" rutine BUT you should still be able to manually click and move it.
The "W" key will do this. "Skip turn" is more for resting and healing units. There is an interface button on the screen next to the "skip turn" button if you don't like the "W" hotkey.
I'm going nuts when the governor starts producing a Galleon after finishing a battleship.
The 0.005 secs on screen msg about finished unit building jobs is a joke, give me a pop-up menu and kill the damn governor for christ sake.
Yes, this is bad. When you finish building a unit, the governor should keep building that unit. This complaint is fairly universal.
OTOH, the problem with giving you a pop-up menu for every city that finishes producing something [not just a building, but a unit] is that it will make the turns very, very long. The developers are between a rock and a hard place because while your feedback here is valid they ALSO seem to have gotten a lot of "There are too many damn pop-up's!" feedback from CivII. Maybe they could bring the pop-up's back but make them optional?
The late game is such a management grief that I quite frankly don't bothert playing much into the industrial age when I get 20 cities, 70 workers and 70 military units ot keep track off.
If you enjoy this kind of grief then more power to you but respect that I don't.
That's not a lot of units or cities at all. Well, the 70 workers is a lot. You probably don't want to try a huge map because I generally have 20 cities before I've even met all the other civ's.
It would be highly useful to have another zoom level available, however. The task would be more manageable if it were possible for me to zoom to a level where I could see a fifth or a fourth of a huge map at once for an overview. I end up doing double-scrolling, first to get my bearings, second to actually take action. When you're doubling up the # of units does become a problem.
Another thing that is immensly annoying in my world is that it doesn't update everything at the start of your turn, for example
why does it have to cycle through 5 cities that just produced something before it announces the tech advance that lets me build the new improvement I want to start building in those 5 cities ?
They should tranche the updates to make dependencies go first. Any Firaxis types want to comment on how the game prioritizes how to deliver update messages to you? Can the game handle a priority change?
/dev
Comment