View Issue Details

IDProjectCategoryLast Update
0016173Stars Beyond ReachGUIMay 27, 2015 11:45 am
Reportertbrass Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Fixed in Version0.851 
Summary0016173: Explorer Camp (left click) -> Tech Tree
DescriptionLeft clicking on explorer camps sends me to the tech tree.
TagsNo tags attached.

Activities

keith.lamothe

May 18, 2015 10:50 am

administrator   ~0040935

For 0.822:

* Previously, left-clicking any building that generated science would take you to the tech tree (unless there was some higher-priority window for it to show you). Now this only happens for the ScienceLab itself.

Thanks :)

ptarth

May 18, 2015 11:38 am

reporter   ~0040938

I'm not sure it should happen for science labs as well. You have direct access via the gui science icon. Having the science lab be the only building that does this is esoteric.

jerith

May 18, 2015 11:43 am

reporter   ~0040940

I'm with ptarth. If something like this happens for science labs, it should happen for any building with a suitable function, including non-science ones like embassies. That said, I'd probably be happier with a button or something in the building detail view, if anything.

tbrass

May 18, 2015 2:12 pm

reporter   ~0040967

I'm with ptarth as well - either all buildings should open up function-windows, or none of them should. Personally, I'm inclined to have none of them open up functional windows. That way clicking on any building could open up the details window without needed to ctrl click!

tbrass

May 18, 2015 2:15 pm

reporter   ~0040968

Opening the tech tree for science labs, but not other buildings, is confusing.

Either no building should open up gui functions, or every building -- including embassies, linguistics labs, and factories, should open up gui functions.

Personally, I think that no building should and instead left clicking should open up advanced details.

please see notes :-)

ptarth

May 18, 2015 2:22 pm

reporter   ~0040971

I believe that clicking & dragging will be the new map movement function, so that would conflict with left clicking for building information.

tbrass

May 18, 2015 2:32 pm

reporter   ~0040972

In which case, let no building open up advanced functions.

Chris_McElligottPark

May 25, 2015 11:25 am

administrator   ~0041141

For me, my preferred method of going into attack mode with buildings is by far to click the attack building and then attack with them. I wouldn't want that to go away, but I'd be okay with doing away with all the ones that take you to subscreens. Thoughts?

tbrass

May 25, 2015 3:21 pm

reporter   ~0041166

Great idea, Chris. That way, those who want to micromanage their battles can do so with the machines of war.

Ohh, this is probably another mantis suggestion, but if you click on an attack building OR the attack button, could the GUI show the effective range of all of your attack buildings? Perhaps shading every tile within range of one of your buildings so that you know where you have capabilities?

Chris_McElligottPark

May 25, 2015 3:29 pm

administrator   ~0041169

"Great idea, Chris. That way, those who want to micromanage their battles can do so with the machines of war."

That's actually already in place, has been since before the beta. I just meant I didn't want to lose it!

"Ohh, this is probably another mantis suggestion, but if you click on an attack building OR the attack button, could the GUI show the effective range of all of your attack buildings? Perhaps shading every tile within range of one of your buildings so that you know where you have capabilities?"

Ack! Man, the performance impact of that would be horrendous, so no. ;) It already does show you all the enemy targets you can hit, though, and there are hotkeys for the more expensive thing (in terms of CPU).

Chris_McElligottPark

May 27, 2015 11:45 am

administrator   ~0041275

Thanks!

* Left clicking your district centers no longer opens the city management window, and left-clicking science or linguistics buildings no longer opens up their subscreens.
** Left clicking scouts and sonar stations does still open their mode, though. Same with attacker buildings.
** The general rule here is that if it changes gui modes on the screen you are in, that's fine (and actually really nice). But if you're being taken to a subscreen, then that was disconcerting and people didn't like that. Plus there are already direct icons for all those things (well, except linguistics) right on the screen.

Issue History

Date Modified Username Field Change
Apr 14, 2015 6:49 pm tbrass New Issue
Apr 14, 2015 7:32 pm Chris_McElligottPark Assigned To => keith.lamothe
Apr 14, 2015 7:32 pm Chris_McElligottPark Status new => assigned
May 18, 2015 10:50 am keith.lamothe Note Added: 0040935
May 18, 2015 10:50 am keith.lamothe Status assigned => resolved
May 18, 2015 10:50 am keith.lamothe Fixed in Version => 0.822 (Revised Mouse Controls)
May 18, 2015 10:50 am keith.lamothe Resolution open => fixed
May 18, 2015 11:38 am ptarth Note Added: 0040938
May 18, 2015 11:43 am jerith Note Added: 0040940
May 18, 2015 2:12 pm tbrass Note Added: 0040967
May 18, 2015 2:15 pm tbrass Note Added: 0040968
May 18, 2015 2:15 pm tbrass Status resolved => feedback
May 18, 2015 2:15 pm tbrass Resolution fixed => reopened
May 18, 2015 2:22 pm ptarth Note Added: 0040971
May 18, 2015 2:32 pm tbrass Note Added: 0040972
May 18, 2015 2:32 pm tbrass Status feedback => assigned
May 25, 2015 11:25 am Chris_McElligottPark Note Added: 0041141
May 25, 2015 3:21 pm tbrass Note Added: 0041166
May 25, 2015 3:29 pm Chris_McElligottPark Note Added: 0041169
May 27, 2015 11:45 am Chris_McElligottPark Note Added: 0041275
May 27, 2015 11:45 am Chris_McElligottPark Status assigned => resolved
May 27, 2015 11:45 am Chris_McElligottPark Fixed in Version 0.822 (Revised Mouse Controls) => 0.851
May 27, 2015 11:45 am Chris_McElligottPark Resolution reopened => fixed