UI improvement suggestions

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Magirot
Posts: 140
Joined: Thu Dec 09, 2021 9:01 pm

UI improvement suggestions

Post by Magirot »

Months ago Vic asked for UI improvement suggestions - I'm not sure if there was some place where UI issues were collected, or if he's feeling like tackling the issue at the moment, but in either case I feel like these should be mentioned somewhere.

Maybe this can be a common collection thread, unless as said I've missed one already existing. It would probably be best to limit suggestions to things you feel can be fixed without completely overhauling the UI (IIRC Vic has said he doesn't want to start an overhaul), and include a clear suggestion for fixing the problem if you can.



Starting with a big three that I've seen every single new player stumble on:



Resource display not warning when you ran out of a resource


Image
Player will look at this and go "I'm gaining oil every turn, why aren't my tanks getting fuel?"

It should be something like this:

Image

Image
(for colour clarity the red should probably be much lighter shade though)
(also "Had" should of course be 959 in the example)

This will help the player realise that the SHQ resources are for next turn's distribution, not surplus after this turn's distribution. It's hard to overstate how confusing this is for everyone at first.

The "supplies that the units actually needed" information is already available, hidden under STATS -> Logistical Statistics -> Unit <resource> Supply that few know about, so it should be retrievable for this mouseover.

Similarly it should of course have the warning if assets were the ones which hogged the resource (data available in same menu under Loc <resource> Pickup).




Raise Formation should default to Brigade size instead of Corps


Image

As said in Edmon's tutorial ages ago, the first thought of a player who manages to find the Create Formation menu is likely to be: "Oh, huh, the percentages on all these options are way too low for me, I can't recruit anything here yet". A lot of this could be remedied by simply having the default be on Brigade/Battalion size, which is the relevant option for most of the game.


Image


Similarly the Multi Unit option could well default to Independent, since especially now that IP costs have increased on many planets it's unlikely the player regime will reach the 50% threshold required for raising an OHQ formation for several turns.

(Latter carries a slight risk of the new player not learning about OHQ formations at this point, but I think lessening the confusion outweighs it. There could instead be a tutorial message about OHQ formations. Unless one already exists. Is there some debug table where you can view all tutorial messages?)




Linear techs need more clarity in-game

Probably dozens of times I've taken a look at a new player's save (or seen their techs with spies in MP), and observed a single linear tech at 80+% that's been under research for 40 turns, with the player unaware of how they work. "I thought the Council will say when I can change it."


I'd suggest:

  1. Clearly differentiating them in-game, much rather going overboard than not making clear they're different from binary techs (maybe with more font / colour differentiation between message parts than in this example):
    Image
  2. Have the Director ask for new target every 4-6 turns if they're researching a linear tech
  3. Maybe even a tutorial message on top of it when the first linear tech is discovered (if they can be triggered in such a way).
Last edited by Magirot on Mon Sep 04, 2023 1:35 am, edited 3 times in total.
Magirot
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Re: UI improvement suggestions

Post by Magirot »

Output doubling techs have misleading descriptions


Current robotization tech descriptions:
Mining Robotization: "Allows you to robotize Mining Assets."
Hydroponics Robotization: "Allows you to robotize Hydroponics Assets."
Industrial Robotization: "Allows you to build robotized Industry Assets. These will require much less manpower to function."

All of these imply that there might be something you have to do after researching the tech to reap the (unknown) benefits, with the worst offender being Industrial Robotization since it directly implies it brings some separate version of an Industry asset (doesn't say "allows you to robotize our Industry Assets" but rather talks about building new assets).

What they actually do and should probably read or at least include:
  • Doubles the output of your Mining Assets.
  • Doubles the output of your Hydroponics Assets.
  • Doubles the output of your Industry Assets.

Same for Mass Food Pool which reads:
  • Allows you to construct massive pools that resemble Hydroponics Assets, but on a much larger scale.
What it actually does:
  • Doubles the output of your Hydroponics Assets.
So the description could be the latter or a combination of these two, but current description is misleading in the same way as Industrial Robotization.

(of course a fix is also to actually add new versions of these assets like the descriptions imply, there's a Convert button ready now!)




A more minor issue, but for extra clarity Automated Logistics, Ammo-Printer, and Fusion Plant techs could also simply say that they "double" production instead of "increasing/improving".


Automated Logistics
  • Increases the Logistical Points produced by Logistical Assets.
    ->
  • Doubles the Logistical Points produced by Logistical Assets.

Ammo-Printer
  • Allows you to produce Ammo in Ammunitions Factories much more efficiently.
    ->
  • Doubles the production of Ammo in Ammunitions Factories.
    OR
  • Allows you to produce Ammo in Ammunitions Factories much more efficiently, doubling output.

Fusion Plant
  • Will seriously improve the output of Nuclear Plants.
    ->
  • Doubles the output of Nuclear Plants.
    OR
  • Will seriously improve the output of Nuclear Plants, doubling it.
Last edited by Magirot on Mon Sep 04, 2023 1:42 am, edited 2 times in total.
Magirot
Posts: 140
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Re: UI improvement suggestions

Post by Magirot »

Stratagems having prerequisites not mentioned anywhere


This is not only a UI issue, since the information that certain stratagems have prerequisites to be eligible for generation ( = you need them in your stratagem inventory) is not mentioned in the manual or anywhere in the game. You have to figure it out yourself by observing how the Stratagem Generation Overview changes. Maybe it's an oversight since scrapping was added later, but now players often scrap "useless" cards not knowing that those cards could actually be needed for the ones they're futilely waiting for.

"*sigh* I already have a Scientific Cooperation pact, Scientific Exchange is the one I'm waiting for *scrap*"

First of all a mention should probably be added to the manual.

As for how to present it in game, simplest would probably be just having a "PREREQUISITES:" and "PREREQUISITE FOR:" fields in the mouseover, though even from that it might be hard to gauge that it means you have to keep it in your hand.

Image

Stratagem encyclopedia should probably list prerequisites in the Needs column and have a new "Prereq. for" column.
Haplo
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Re: UI improvement suggestions

Post by Haplo »

Very good points. Another suggestion is when using cards to recruit a talent/junior/senior/mercenary leader. I spend a lot of time looking for the leader recruited. Why not giving the name of the leader recruited to find him/her easily when looking at the leader tab? There are decisions from political factions that give the name of the recruited leader but not when using stratagem cards.
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Vic
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Re: UI improvement suggestions

Post by Vic »

Thanks! Sticky-ed this topic to make sure i don't forget this suggestions. Will eventually go on a big UI pass (probably once I start on the Core 1.3 update).
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fibol
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Re: UI improvement suggestions

Post by fibol »

Some things I have collected:
- Keep "Small Stratagems" mode over turns: The default big strategems view is nice for learning, but soon enough in a game I collect so many unused strategems it becomes very cumbersome having only 4 shown at one time and they are designed well enough that it is easy to tell them apart in small mode. So now part every new turn action is "enable Small Strategems mode". Just keep the box checked throughout turns.

- Hotkey for "Bottlenecks" map mode: Bottlenecks is a very useful map mode to run over your entire empire once a turn to get a quick visualisation if there are any problems anywhere. Please give it a hotkey.

- Consistent Tech/Admin/Civilisation score order: In the empire dashboard those values are listed in order Tech-Admin-Civilisation, in the Regimes Overview report they are listed as Tech-Civ-Admin

- Fill out the frame with scrollable lists: The item selection list on the left of the REP. window is a bit shorter than the report panel on the right. If you fill up to the edge of the frame 2-3 more items can probably be made visible without scrolling. These 2-3 items are so often the reason I have to use the scrollbar it is very vexxing, please just use that space.

- Start the initial city with a recruitment bonus of 5 instead of 15. 5 is plenty to get full recruitment at the start and not reducing it is just a new player trap.

- Model type/lines option: This is a bigger one and I don't have a finished solution. Allow some kind of way to specify which line of model is allowed in a unit. For example if I have a bomber model for bombing soft targets and one for hard targets I want one formation to have only soft attack bombers, and another formation to have only hard attack bombers. The current obs/low/reg/high/elite quality levels can be used to somewhat mimic the effect to a certain extend, but it gets quite finnicky quickly and prone to running out of levels to use. Bonus points if it also allows me to do "Please 3 of my anti tank tanks and 2 of my anti people tanks in this formation".

- Air attack hex selection mode. When you want to bomb something allow me to select "Air attack" modus, click on a tile and go straight to the Air Attack popup. Selecting the planes I want to use from the Eligible Forces tab is very easy, but planes are usually sitting in a airport with a bunch of other units on top (HQs, Flak, Garrisons, already spent Aircraft) so it is unnecissarily pfrimely to get there.

- In the Attack conformation window add the unit name to the mouse over of a unit. Sometimes there is the case that units have the same model picture, but the models capabilities are still vastly different.

- TOE for model add a total in use value. Sometimes I wonder if I can obsolete a piece of equipment or if it is still in use somewhere. It'd be neat if there were a kind of simple "This many of this model are currently still present in non-SHQ formations" number somewhere.

- Hotkeys for tab selection in MNG mode. It'd be nice if Asset, Model, Leader and Blueprints got hotkeys, the Prof, Tech and Type probably can do without.

- Fill screen in asset view
2023-09-04 11_08_00-Shadow Empire _ Planetary Conquest.png
2023-09-04 11_08_00-Shadow Empire _ Planetary Conquest.png (1.03 MiB) Viewed 2051 times
As you can see there is space for another line of entries in the Asset view before breaking into multiple pages.

- Bunkerpoints on a hex. As far as I know there is no place where we can see how many bunkerpoints a hex has. Maybe the Mouseover for Stack could be a good position? Akin to the Recon/Hide points situation.

- Notification when an artifact site gets discovered.

- Notification on mine depletion.

- For the private economy breakdown, do not include debt repayment as cost. Currently I see that my private economy is doing +1388 -1378, with 2156 debts. But the actually interesting thing is how long will it be before they actually are able to afford a new asset? I got to mouse over the cost and find the 937 debt repayment there to see how much they actually earn and with debt repayment easily being twice or more as expensive as the upfront cost they spent most of their time in that mode.

- Appoint advisor option. As far as I am aware if you postpone appointing a new advisor there is no way to do so until it get's brought up by your secretary again. Please give him a dialogue option when we call him to do so.

- An "alright, I saw this unit, it's fine" option that does not bring it up again for this round hitting 9, but unlike putting it into Garrision mode is not carried over for future turns.

- An indication if a model is back or frontrow, maybe on the design log. I swear I have read somewhere on the forum about wether AT guns are front or backrow, but I can't remember which. Same for flak. Though actually, that is probably better added to the manual.

- List appoint governor decision before zone events in that zone (which would benefit from having a governor). just a bit annoying and new player trap.


PS: Would this be better in Feedback and Suggestions subforum? I noticed it because it had the most recent post, but I don't think many people look into the Technical Support forum unless they have a problem.
Magirot
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Re: UI improvement suggestions

Post by Magirot »

Haplo wrote: Mon Sep 04, 2023 7:29 am Very good points. Another suggestion is when using cards to recruit a talent/junior/senior/mercenary leader. I spend a lot of time looking for the leader recruited. Why not giving the name of the leader recruited to find him/her easily when looking at the leader tab? There are decisions from political factions that give the name of the recruited leader but not when using stratagem cards.
New leaders actually always go to the end of the unsorted MNG -> LEADER list (if you've sorted it by something you can click "reset" and they're at the end again), so as long as you're given that information they're easy to find. Maybe "you can find them at the bottom of our leader roster" text at the end of every recruit message could point at the right direction?

Adding the name in itself seems to be very simple judging from the Sage stratagem, it just needs TEMP1=che(249,13); in SET Logic and then <LOOKUPCHARFIRSTNAME=<TEMP1>> <LOOKUPCHARLASTNAME=<TEMP1>> in the message. So hopefully Vic can add that to the regular Recruit cards.

Having a direct link to the leader in all recruit messages would be the best solution, if adding that to the engine is possible, since it's a very likely scenario that the player wants to check the leader's details.





fibol's list made me remember:
  • Tech discoveries that you get through science pacts should get a VID notification. Listing shared tech levels only in the letterbox makes sense since they're only % increases, but a shared discovery is just as important as one discovered by your own Council.
Haplo
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Joined: Wed Jul 09, 2014 8:47 am

Re: UI improvement suggestions

Post by Haplo »

Thanks Magirot.
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BlueTemplar
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Re: UI improvement suggestions

Post by BlueTemplar »

PS: Would this be better in Feedback and Suggestions subforum? I noticed it because it had the most recent post, but I don't think many people look into the Technical Support forum unless they have a problem.
Yeah, I thought the same thing.
Also IMHO giant, everything in them, threads are bad, though threads gathering links to them are good !
So hopefully this thread will be moved to the right subforum, but I guess I'll just use it for that.
Here's a first (collection of) links, to layout issues :
[Links] to layout issues
Related to these issues described above :
fibol wrote: Mon Sep 04, 2023 9:44 am [...]
- Fill screen in asset view
2023-09-04 11_08_00-Shadow Empire _ Planetary Conquest.png
As you can see there is space for another line of entries in the Asset view before breaking into multiple pages.
[...]
fibol wrote: Mon Sep 04, 2023 9:44 am [...]
- Fill out the frame with scrollable lists: The item selection list on the left of the REP. window is a bit shorter than the report panel on the right. If you fill up to the edge of the frame 2-3 more items can probably be made visible without scrolling. These 2-3 items are so often the reason I have to use the scrollbar it is very vexxing, please just use that space.
[...]
fibol wrote: Mon Sep 04, 2023 9:44 am [...]
- Keep "Small Stratagems" mode over turns: The default big strategems view is nice for learning, but soon enough in a game I collect so many unused strategems it becomes very cumbersome having only 4 shown at one time and they are designed well enough that it is easy to tell them apart in small mode. So now part every new turn action is "enable Small Strategems mode". Just keep the box checked throughout turns.
[...]
Don_Kiyote
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Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

Re: UI improvement suggestions

Post by Don_Kiyote »

just a quick note, not that I've read the above, but these have been on my mind for some time:

-Advisor assign tooltip showing relation loss with prospective Advisee before assigning.
-Zone event (eg. 'Courtesan', 'Union Chief") call-action button tooltip, reminding us what happened the last time we triggered the decision.

Both of these cases cause me to save-reload.
Thrake
Posts: 300
Joined: Sat Jun 07, 2014 7:15 am

Re: UI improvement suggestions

Post by Thrake »

It would be neat to have the same kind of system used in Oceania to show where a hex is (a pop up showing a small portion of the map) to show where some vanilla events are taking place.

From the top of my head this could be used for:
- free folk joining the player (spawns free folk militia in a free folk settlement all under the player's control)
- adventurers hold hex perk demand (spawns militia in an hex perk)
- commander leader joins the player in exchange of a conquer free folk settlement demand
- conquer city faction demand
phyroks
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Joined: Tue Dec 01, 2020 9:07 am

Re: UI improvement suggestions

Post by phyroks »

Faction demand to show what profile you will gain/lose by accepting/declining the task. Now you must save, decline and load game to figure it out.

Techtree to mention what units can actually use this newly researched tech.

Ability for players to make a list of auto-scrap cards.

Could we get Vidcom message when private asset started contruction outside of the city? (so you can check what kind of mess this new road made)

Its few years since I 1st time mentioned "Output doubling techs have misleading descriptions" and gun techs not really stating what units can actually use them. Manual has a lot of this info but some of it should be mentioned in the research tree too.
majama
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Location: Poland

Re: UI improvement suggestions

Post by majama »

Zone borders on snow planets are almosy invisible. Option for change borders color is needed.
Shadow Empire snow zone borders invisible.jpg
Shadow Empire snow zone borders invisible.jpg (52 KiB) Viewed 774 times
mellman
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Re: UI improvement suggestions

Post by mellman »

Text obscured by leader headshot image, resolution info is 1920*1080

Image
rig99
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Re: UI improvement suggestions

Post by rig99 »

I am new to the game and something I feel is really needed by this game is a notes tab. I can't keep track of everything I plan on doing. A little tab next to advice that would allow the writing of notes would help a lot.
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