[1.2.1.4]<--create key-shortcuts to say yes and no and show me

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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rxnnxs
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[1.2.1.4]<--create key-shortcuts to say yes and no and show me

Post by rxnnxs »

Please read this:
https://www.matrixgames.com/forums/view ... 0#p5156570


--------------------

If you are asked by the councelors, we can rightclick to dismiss (say ok for the standard routine), but when we want to say yes, we have to move and click and so on.
Pretty uncomfortable.
If the advisor settings are different, a NO would also could come in handy.

I made a screenshot to show what I mean.
Both would be better than it is now, who knows what would be easier to implement.
The red checkmark or the green one. Either way, it would be better than to go to the bottom. Maybe even a circle to go to the event if applicable.
But in any way, the mouse has not to be moved very much..
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Thineboot
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Re: [1.0.5.1] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by Thineboot »

Yes, a simple left/right mouse click on the button or popup top area, same vertical size as the button, should do the trick. This wouldn't affect any other sensitive button and/or area in the popup.
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Re: [1.0.5.1] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by maggiecow »

Posting to bump. Good idea.
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Re: [1.0.5.6] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by rxnnxs »

Thank you, this would really help a lot.
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Re: [1.0.5.6] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by Thineboot »

While I haven't seen check boxes, but that seems to have changed recently:
  • Left Mouse - Double Click: jumps to new ship etc.
  • Right Mouse - Click: dismisses message, while often missing to close the popped up detailed box, too
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Re: [1.0.5.6] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by maggiecow »

I think I'd like about twenty more filter categories for notifications. eg let me turn off civilian ship attack notifications, separate from military assets or even civilian bases. While we're at it let me turn off creature attack notifications separate from enemy separate from pirate attacks.

Turning off "exploration" gets rid of all those "Unknown Item" messages, but also gets rid of the more important messages as well. Let me turn off "unknown item requires further exploration" and "new resource discoveries" while we're at it, without losing access to notifications about abandoned ships.

Also, how about a setting for advisors for military vs resort vs mining bases. eg maybe I want to let the advisor suggest then build mining bases (so I can still keep an eye on resources and veto the ridiculous ones), suggest military bases (don't want to accidentally miss one of those and have it auto-build - I mean it probably will because the AI is an anarchist but I mean in theory) and never suggest building a resort base, which rarely seems worth it.

When I think about it, the suggestion to simplify the advisor yes/no selection process is also highlighting an area ripe for better and more meaningful automation.
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Re: [1.0.5.6] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by rxnnxs »

Thineboot wrote: Mon Jul 18, 2022 11:57 pm While I haven't seen check boxes, but that seems to have changed recently:
  • Left Mouse - Double Click: jumps to new ship etc.
  • Right Mouse - Click: dismisses message, while often missing to close the popped up detailed box, too
left double click - thanks, I will try.

Rightclick closes the message (and yes, sometimes, ahem, often, the big windows is still open and annoys), and does the preconfigured action.
While.. this rightclick thingie was there from the start.

But that is not helping regarding the described problem.
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Re: [1.0.5.6] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by rxnnxs »

maggiecow wrote: Tue Jul 19, 2022 2:30 pm I think I'd like about twenty more filter categories for notifications. eg let me turn off civilian ship attack notifications, separate from military assets or even civilian bases. While we're at it let me turn off creature attack notifications separate from enemy separate from pirate attacks.

Turning off "exploration" gets rid of all those "Unknown Item" messages, but also gets rid of the more important messages as well. Let me turn off "unknown item requires further exploration" and "new resource discoveries" while we're at it, without losing access to notifications about abandoned ships.

Also, how about a setting for advisors for military vs resort vs mining bases. eg maybe I want to let the advisor suggest then build mining bases (so I can still keep an eye on resources and veto the ridiculous ones), suggest military bases (don't want to accidentally miss one of those and have it auto-build - I mean it probably will because the AI is an anarchist but I mean in theory) and never suggest building a resort base, which rarely seems worth it.

When I think about it, the suggestion to simplify the advisor yes/no selection process is also highlighting an area ripe for better and more meaningful automation.
It would help a lot if this could be finetuned more, so it can
a) be better filtered
b) better preconfigured if yes, no or has to be asked
but in any case, there are circumstances, where the decision is diffrent, and then you start the fight with mouse and
popups.
It would all be possible without pausing or slowing down the game, but with that going up and down and things that pop up twice or more withotu a need like:
we discovered a new resource
OK
hey, we discovered a new resource and this is what we can do with it!
OK!
now this planet has a new resource, want to look at it?
WHAT? NO!

or
Do you want to build that whole bunch of ships?
YES
count to ten:
Do you want to build that whole bunch of ships?
DIDN'T I SAY YES?
well, maybe it did not get it right, you can say over and over yes, but then you find out, ther is not enough money there...

well well... I have not had this question with the last patches, might as well been gone because now the concelor checks if there is enough money before having this great idea over and over..

but anyway,
this is the place where much of the game is steered with - so please, make this easier to work with and stop those double and triple messages.
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Re: [1.0.5.6] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by maggiecow »

rxnnxs wrote: Tue Jul 19, 2022 9:42 pm but anyway, this is the place where much of the game is steered with - so please, make this easier to work with and stop those double and triple messages.
Yeah, I agree. The point being if you can preconfigure to avoid 90% of the notifications, then clicking the remaining ones closed is less like a Skinner Box.

And why doesn't the message on the right get closed when you right click close the pop-up?

Mid-game when a war kicks off your screen fills with individual notifications... why can't the game engine take a beat and consolidate that into one single war notification, summarising the sides in one message? One message that can be dismissed once, instead of thirty or more that need to be left to close automatically or clicked to death individually?

It doesn't help that I get mild OCD if there's a notification on my screen. I'm not someone that can stand having a hundred unread emails, or flashing orange light on anything.

Ideally, you get an AI Personal Assistant who reads the notifications for you and just brings your attention to the important ones. Uh, except I guess that's what the policies and filters are for. Well, they're not working.

Arguably notifications that need an actual decision should be separate from those that are purely informational. So, going with your idea you have "Decisions" popping up in the bottom right qtr of the screen. Right click to dismiss, ie reject, and click the tick box you propose to say yes. Keeping decisions separate means you're less likely to just accidentally dismiss something that needed action.

But for goodness sake let dismissing something dismiss it from the on-screen list and the popup as well. If you need to see it again it'll be in the log. Also, there's a setting for pop-ups in the Research screen so that they can popup after either a brief or long pause. I'd prefer the notification popups could either spring up immediately/after a long pause/only if clicked. Would make it easier to go down a list of civilian attack notifications (that I generally do not want to see) without also having to deal with the popups.
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Re: [1.0.5.6] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by rxnnxs »

It would be so easy:
No, Yes, Dismiss (and ask me again later if its a question), Always yes, Always no!

And on top of it, the action that is taken when you right click is highlighted (via the preconfigured decisions).
If you said ie Always No, it is changed there in the preconfigured decisions.

Of course all windows regarding that info will be closed instantly.
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Re: [1.0.5.6] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

Post by rxnnxs »

So I want to raise my voice again to say this and articulate it a bit different and with the help of new screenshots from the Version 1.2.1.4:

Now what I would love to have is an easy way to get a better QOL to play this game.
When there are many many popups, it is really not fun to move the mouse down to the "Build this" or whatever button to ´do it different than the advisors say.

Now I do not even know if all of the players know how it works (mine either), but

to make things short, my idea is to create key-shortcuts to
say yes and no and show me.'


I know they are called different, but this is it:
three design choices. If there are more, please implement them also.

Now with version 1.2.1.2 a character is shown at the info cards.
N, A, U, B
Hm... it is about the kind of message i guess!

Here is my story that I tell all who are interested in a little story, but my main message is:
Please, EITHER: make three shortcuts to quickly answer opened window AND/OR make clickable icons at the window, left of the "X".
Those mouse moves are ridiculous!

Now because I know that some implementations take a long time to find a way to the public, I started doing my own shortcut solution:
As in polaris sector, I wanted to use autohotkey to click the buttons I gave them a shortcut to.

Problem I knew of: The position of the buttons is always different because the message is longer or shorter, therefore I can not make an click at agiven screen location...

So.... I did a screen scan to find the dismiss text...
result: it is not working. In other games it works, in this game, it doesn't.
Maybe it is the difference in the screenshot to the thing the autohokey "sees" - which is connected to the darker screen than expected problem (and the high resolution bug). Thats how I call it..

Another way NOT working is the windows in the game itself. ahkspy is not showing me any named window that i spopped up. Therefore I can not take that.

I did another try and that works, but it is not that nice.... it clicks at a given screen location from top to bottom to press the dismiss button. to select the right button it goes down from the top down at the place where the second button is.

A third mouse move would start clicking from the bottom up to the top, to hit the bottom button.

GUESS WHAT, it works NOT that great, because the pop up is gone when the mouse leaves the popup button. I have to click on it so that it stays.. well, not really that good.
I tried a whole day (and night) and today I thought I tell you all of this.

Because it really would be easier to implement just a keyboard shortcut to say
button 1, button 2 button 3
.


Thanks for reading!

If you are interested in my autohotkey codes, please write here, I will post it. It is really easy, but it is not possible to implement here :-(
So
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Re: [1.2.1.4]<--[1.0.5.6] QOL Suggestion: Less clicks 'n' mousemoves @ Advisor Suggestions

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