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  #1  
Old June 8th, 2008, 02:31 AM
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AreaOfEffect AreaOfEffect is offline
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Default Issues With: The User Interface (UI)

Quote:
Jazzepi said:I think the UI is terrible. I'm happy to take a shot at the whole thing. At best I would call it manageable, but mostly it's just /bad/. It's difficult to find commanders, difficult to find important provinces, blah blah blah.
Quote:
Xietor said:I do not want to turn the Kingmaker Game Thread into a general forum thread for dominions III. So even though i started it with a UI suggestion, mine was game related. heh.
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  #2  
Old June 8th, 2008, 02:37 AM
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Default Re: Issues With: The User Interface (UI)

Errr, I'll start then.

1. It would be nice if when you are composing a message, at the top it would say "Message TO XXXXX", currently it says "Message FROM XXXXX", which makes me want to cry, as I already know what nation I am from..... but if you misclick on the list, you are SOL.


(There's 100 that are more important than this one, but I thought I'd bring it up since it's hopefully actually an easy one to deal with.) <3
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  #3  
Old June 8th, 2008, 02:52 AM
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AreaOfEffect AreaOfEffect is offline
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Default Re: Issues With: The User Interface (UI)

Personally, I agree that massaging via the user interface does lack basic editing functionality.

Also, as we found out in the Kingmaker game, there is a message cap. If that cap is reached, which it clearly can, then all other messages are lost and scouting information, such as the strength and type of nearby indy provinces, is lost with it. Everyone in the Kingmaker is diving blindly into provinces with no information available all because over 21 nations in a 60 player game made a prophet.

Apparently each nation was informed about the declaration of the prophets individually and so individual message was created for each nation for each time this happened. I would be grateful if this feature could be removed with a fix somehow. Reevaluating world-wide messages as a single message rather then a message copied a number of times equal to the nations playing would be ideal. Though I'm sure this is prohibited by a great deal of existing software design and code work.

That said I would settle for a simply consolidation of prophet declarations into one message for each nation. So if one nation declared a prophet in a turn, it would appear as normal, but if two or more declared a prophet, then simply say in a single message:

X is now a prophet of Y.
Q is now a prophet of P.
<so on and so forth>
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  #4  
Old June 8th, 2008, 03:14 AM

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Default Re: Issues With: The User Interface (UI)

Now that we have a proper forum, there is one crucial thing that may not be easy to be fixed that really needs to be fixed.

And that is identification of the province and commander that is killed by a mind hunt. Presently, in the endgame of a 300 province game, i own 4 capitals and 50 or so provinces with many many commanders and scouts spread out all over the map.

When i lose a commander to a mind hunt i get a message that "Shal lie has been mentally attacked. He was slain by the attack." or words to this effect.

The game provides no mechanism for me to know who the heck shal lie was amongst my 100 plus commanders and scouts, or what province was targeted. It would be nice if the game could somehow capture Shal Lie's last moments, showing him sleeping on duty or whatever in province "x", so i can see who he was, what gear he may have had on him, gems he may have been carrying etc.

I am sure Dr. P and llamabeast between them could resolve this issue if they were entrusted with the project!
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Old June 8th, 2008, 03:34 AM
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Default Re: Issues With: The User Interface (UI)

The prophet messages are not needed at all, you should simply get a message reminding you of who you made prophet and no messages at all who every other nation made there prophet.

An individual nations prophet should be a secret, only known to them.

I agree with Xieter about such an such as been slain with no visual record. It drives you mad when mind hunt/seeking arrow, murdering winter, flames from the sky/fires from afar hit you and you after spend ages figuring out what you lost.

A little battle replay showing the flaming bolts (or whatever) coming down on you killing your units would be excellent. Then you could click on goto province so you know where it is and view the units on the battlefield so know exactly what you lost.

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Old June 8th, 2008, 04:24 AM

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Default Re: Issues With: The User Interface (UI)

I like the fact that prophet announcements are public. It's thematic in the case where you're in contact with the other nation. In other cases, well, I guess you get the information over PretenderNet just like you get the score graphs.

+1 to the Mind Hunt/Fires From Afar/etc. suggestion. A battle replay would indeed be ideal, although there are corner cases where that would be strange indeed (such as when a mage casts a spell that kills himself, like Banquet for the Dead).

-Max
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Old June 8th, 2008, 04:47 AM

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Default Re: Issues With: The User Interface (UI)

Remote site searching spells should take you to the province they searched when clicked, not the mage that cast them. That's a bit of a no brainer. They might also create problems with the 'message cap' if you're using too many of them per turn, though I can't see how they could be consolidated really.

This is a relatively minor fix which is the only type of fix I shall mention in this thread - there are so many improvements that could be made to to UI, but focusing on things that could at least conceivably be changed by the devs in a patch makes sense.
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Old June 8th, 2008, 05:15 AM

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Default Re: Issues With: The User Interface (UI)

Small things, sorry if mentioned:

- ability to go to province we targeted with any spell [mostly site search and artillery and teleport (go to commander works only if he survived)]
- summaries for fort battles
- go to province for bad things that happen to our commanders [mind hunts, assassinations] + ability to check info about killed commander [I want to know who I lost with what items]
- copy/paste option everywhere [I like to show battle results, events etc to my friends; other thing is sending in-game messages]
- in-game messages should have more space to write
- spell-searching spells targeting provinces with 2-3 magic sites after going though other provinces
- when transfering item laboratory should be at top, not bottom, also we need confirmation for throwing away
- item count for things you are forging + display of free places in lab
- better management of unit selecting in garrison with huge number of units in province [few k]
- monthly forging
- limit of gems for commanders to use per battle
- blacklist for spellcasters
- highlighting friendly/enemy units on battlefield
- flagging province/commander as not available for gem pool [so when you take astral gems from your clam holders you don't have to give them back to all those mages set to antimagic, doom, returning etc etc]
- option to check commander ID to use for teleporting communions

I should have some more, when I know what they are I will write them I really hope something can be done with that things and it won't be a Dom4 wishlist.
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  #9  
Old June 8th, 2008, 05:23 AM

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Default Re: Issues With: The User Interface (UI)

Quote:
AreaOfEffect said:Also, as we found out in the Kingmaker game, there is a message cap. If that cap is reached, which it clearly can, then all other messages are lost and scouting information, such as the strength and type of nearby indy provinces, is lost with it. Everyone in the Kingmaker is diving blindly into provinces with no information available all because over 21 nations in a 60 player game made a prophet.
This seems to me not to be so much a UI problem as a problem with all the seemingly arbitrary limits in Dom3.

Dominions 3 does not scale well at all. The game has a unit cap, a message cap, and who knows what else there are caps on. This is totally unnecessary from a programmer's point of view. Why are there caps? Sure, the size of the data is less controlled without these caps. But reaching the unit cap kills a game anyway, so it's not like the cap actually contributes anything besides killing the games it deems to be "too large to handle" just because they reached some arbitrary cap.
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Old June 8th, 2008, 07:18 AM

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Default Re: Issues With: The User Interface (UI)

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Dominions 3 does not scale well at all
That's probably a bit harsh being as we're able to play things like the megagame, which are _vastly_ larger than was ever envisioned, with only minor problems.

Still, it would be very nice if some limits could be removed or raised.
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