View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016173 | Stars Beyond Reach | GUI | Apr 14, 2015 6:49 pm | May 27, 2015 11:45 am | |
Reporter | tbrass | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | 0.851 | ||||
Summary | 0016173: Explorer Camp (left click) -> Tech Tree | ||||
Description | Left clicking on explorer camps sends me to the tech tree. | ||||
Tags | No tags attached. | ||||
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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 :) |
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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. |
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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. |
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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! |
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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 :-) |
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I believe that clicking & dragging will be the new map movement function, so that would conflict with left clicking for building information. |
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In which case, let no building open up advanced functions. |
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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? |
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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? |
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"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). |
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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. |
Date Modified | Username | Field | Change |
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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 |