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Maquiladora
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My only problem with the vanilla screens is that i cant see the effect on production speed when im changing specialists in City Manager, without closing the City Manager first, so anything that fixes that would be good. When you change the Empire Manager you can see the advance count going up or down, so why cant you see the production for a city updated as you change specialists?
Anyway if there HAS to be a whole new design, id like to see a "NEXT POP IN [ ] TURNS".
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:34
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quote:
Anyway if there HAS to be a whole new design, id like to see a "NEXT POP IN [ ] TURNS".
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It may be possible to do this (also) on the main screen by adding a little box under the city's pop. You'd have to have "Show city names" in your profile enabled to see it.
One point I'd like to raise is about the max army size. I think we could raise it providing we allow enough buttons for each of the possible units in the army. What do people think?
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Gilgamensch
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France
Jun 2002 time: 06:34
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Locutus, the design is looking good, but I don't like that you have to scroll through the build list:
For me the build list shall have all entries visible. That is one of the biggest annoyances for me.
And as Maq mentioned:
quote: My only problem with the vanilla screens is that i cant see the effect on production speed when im changing specialists in City Manager, without closing the City Manager first, so anything that fixes that would be good. When you change the Empire Manager you can see the advance count going up or down, so why cant you see the production for a city updated as you change specialists?
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Maquiladora
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quote: It may be possible to do this (also) on the main screen by adding a little box under the city's pop. You'd have to have "Show city names" in your profile enabled to see it. |
This is interesting. Can we have other things like currently building item and time to completion next to it, under the city name on the map too?
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Gilgamensch
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France
Jun 2002 time: 06:34
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Actually were you mentioned the advisor:
I haven't seen any suggestion for this. Not that, me thinks, anyone of us hardly ever uses it (although I leave the trade one enabled to the see the most profitable one at once).
But the designs till now, would get rid of him, or?
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Gilgamensch
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France
Jun 2002 time: 06:34
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Looks a bit messy, my first impression. But I will give it more thoughts.
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Maquiladora
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Its definately getting there. One thing im worried about with this is squeezing everything in wouldnt leave space for any new things that might be needed, like trade overview in a city, maybe. You can add another few buttons down the bottom there, i suppose, but it would obviously overlap something, with all menus open.
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:34
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quote: Originally posted by Solver
Good idea Locutus, especially if it would remember the buttons you had clicked the last time. |
Indeed, there should probably be several functions to manage the panels: it would be nice if users could define a few standard views that could be toggled between with a single mouse click and/or key combo, and it would be good to have an option to either use a default view or restore the last used settings when opening the city screen. I'm guessing different people would have different preferences here, so it would be good to cater both.
quote: Originally posted by Maquiladora
One thing im worried about with this is squeezing everything in wouldnt leave space for any new things that might be needed, like trade overview in a city, maybe. You can add another few buttons down the bottom there, i suppose, but it would obviously overlap something, with all menus open. |
I'm very much aware of that and I think it will work fine like this. I already designed my latest version with this in mind: most existing panels have some room to expand with more info and there's still some room for new panels, though not too much. The last is inevitable: there's only so much you stuff can squeeze in on a 800x600 screen -- if you continue to add more stuff, eventually you'll have to resort to tabbing anyway, in which case the current setup still works nicely. Optimizing the design to reduce overlap as much as possible is a brigde we can only cross once we get there...
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Maquiladora
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Then wouldnt it just be better to develop the big ideas (strategic resources, new trade system etc) into the game first, before making a new (slightly inflexible) UI?
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