Component Display

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

Component Display

Post by lancer »

Goodaye,

The ship design system is excellent. One thing I've noticed - as have others - is once you start adding multiple identical components to a design it quickly becomes a bit of a pain to constantly scroll through the ever expanding list to see what you've got.

So I'll offer up a suggestion.

Where-ever you have multiples of the same component you could display them as a single component like below. (These are just tweaks to the existing in-game descriptive text strings. They are on seperate lines 'cause I can't figure out how to use and display tabs here and replicate the actual display)

Name: Reactive Armor (x2)
Size: 9/18

Only takes up a single line on the component list, tells you how many you have, what size each is and the total size for the aforementioned like components. Same thing for the Weapons display where you've got multiples of an identical weapon.

Cheers,
Lancer
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elliotg
Posts: 3934
Joined: Mon Sep 10, 2007 9:32 am

RE: Component Display

Post by elliotg »

That's a great idea. I think we'll probably end up doing it that way Lancer.

Thanks for the tip!
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Wade1000
Posts: 771
Joined: Tue Oct 27, 2009 8:21 pm
Location: California, USA

RE: Component Display

Post by Wade1000 »

Yes. Good idea, Lancer. It's like some other games.

I reccomend simply to use parentheses for "the total size for the aforementioned like components". That way it matches the quantity which is in parentheses and might make it more understandable.
For example:

Name: Reactive Armor (x2)
Size: 9 (18)

(There's a space between the 9 and the (18) for clarity.)
Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.
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RonLugge
Posts: 46
Joined: Thu Mar 25, 2010 10:05 pm

RE: Component Display

Post by RonLugge »

I hope that makes it into a patch soon!

Depending on the design, shouldn't be that difficult to manage, either...  I think.  (I like to theorycraft these things; I'm a student, and I figure that that's one way to learn a bit... the more important one to, eventually, start 'doing' rather than 'thinking'.  I'm working on that stage... slowly!)
There are 10 types of people in the world:

Those that understand binary, and those that don't.
ussugu
Posts: 16
Joined: Sat Feb 20, 2010 12:21 pm

RE: Component Display

Post by ussugu »

Another thing I wish the ship design screen would do:

In the upper center section that shows what the ship needs, if you could click on it and it would narrow down the list on the left so that it only showed the items that would fulfill that need. After you fulfill the need, the list on the left would repopulate with all choices and you could click on the next red need and pick the next item.

I am sure, after much play, I will know what items are what, but at the beginning, I am spending way too much time trying to figure out which component is actually a reactor, which is an engine, which is a hyperdrive, etc.

Just my thoughts.
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