Suggest - Features and Improvements

A forum for chatting about in-development game features.
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sven
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Re: Suggest - Features and Improvements

Postby sven » Wed Jan 20, 2016 3:08 pm

NullVoid wrote: (or better yet, have clicking on the track above or below the handle scroll half a page or so up or down), selecting technologies and production would be A LOT easier.


Thanks for the suggestion -- I'd actually intended to add some features like this to the new new-style blue/white scroll handles -- but it looks like I never quite got around to it. (The older black handles are due to be replaced when we get around to polishing up the rest of the UI -- but, in the case of the science screen at least, there already is a crude "click to scroll" function. Exactly how many of these sorts of alternate scrolling semantics are implemented varies a bit between the different generations of scrollbars. The newer handles look better, but, they're actually missing a few bells and whistles, relative to the older ones.)

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Re: Suggest - Features and Improvements

Postby sven » Thu Jan 28, 2016 3:46 am

NullVoid wrote: (or better yet, have clicking on the track above or below the handle scroll half a page or so up or down), selecting technologies and production would be A LOT easier.


As of r14669 (currently on stable), all the new blue and white scrollbars should have more complete functionality. Specifically, you can click above/below the track in lieu of using the mouse wheel, or click inside the track itself to skip to a scroll position. The older black-circle scrollbars haven't been upgrade through (they're all scheduled to be replaced eventually -- so it doesn't seem worth the trouble). So -- selecting production on your tablet should be easier, but, the tech pane is likely to remain frustrating :|

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Eledore
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Re: Suggest - Features and Improvements

Postby Eledore » Mon Feb 01, 2016 12:33 am

sven wrote:-Snip-
Would you try going into Options, disabling the setting "edge panning / fullscreen cursor capture", and then testing to see if the controller works in fullscreen mode?

edit: if this actually what's going wrong, it's probably worth separating the "edge panning" and "fullscreen cursor capture" options -- that would be a simple change, and i think it would let you use the edge-panning feature with your steamlink setup.

Sorry for the late reply, my life is to busy to actually relax. but i have a few days now.

Today i tried both options and, but i still had issues. other issues.
This time i was able to use the Full-screen option.
Edge panning did not seem to work for me with the steam controller, it did worked with a regular mouse that was nice.

But i am afraid my issue is in the Controller.
You use your right thumb on the pad to move the mouse and you use the right lower trigger to left Click.

When i am keeping my thumb on the touchpad and trying to use the right lower trigger my (small) hand pulls the right grip button.
Then the mouse locks up from the steam controller. To get it working again i will have to alt-tab back in.
I already unbound the grip buttons, no effect. so either steam does something or the controller tries some combo.
So much for using a controller..

NullVoid wrote:So, I've been playing on a touchscreen device (an Acer Aspire R11, if anybody cares)

Ohh, ooh, I was planning to upgrade mine to win10 this week.
Wonder if i might enjoy it on a touchscreen better then a big tv.
Ill let you know.

E.

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Re: Suggest - Features and Improvements

Postby mharmless » Fri Feb 05, 2016 6:29 pm

It might be nice if there was a way to tell my ships to not fire on enemy ships during enemy movement.

I mean, this is mostly a request so I can more easily send thousands of screaming human marines on 'mining' expeditions into enemy vessels, but still. Slightly disappointing when they get cut to shreds automatically before reaching boarding range.

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Re: Suggest - Features and Improvements

Postby bjg » Fri Feb 05, 2016 8:27 pm

Could you add an (optional) event "your ship/fleet arrived at the destination" if no other events where triggered by that ship/fleet?

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Re: Suggest - Features and Improvements

Postby bjg » Fri Feb 05, 2016 8:56 pm

Have anyone already asked for a list of explored (but not colonized) planets?

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Re: Suggest - Features and Improvements

Postby sven » Fri Feb 05, 2016 8:57 pm

bjg wrote:Have anyone already asked for a list of explored (but not colonized) planets?


They have -- but duplicated suggestions aren't a bad thing. In fact, going through the suggest thread and "upvoting" items you think are particularly important is quite helpful to us.

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Re: Suggest - Features and Improvements

Postby bjg » Fri Feb 05, 2016 10:30 pm

Don't see the turret size requirements a the weapon's description.
Found a "railgun" technology in a derelict, research shows "heavy railgun" unlocked, but it doesn't show up in the designer. Does it not fit? Is this a bug? Is it not implemented yet?

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Re: Suggest - Features and Improvements

Postby Arioch » Fri Feb 05, 2016 11:41 pm

Weapons will only appear in the designer if the ship in question can mount them. The heavy railgun requires a heavy mount, so if you're early in the game you may not have any such hulls yet.

I agree that the UI needs to be clearer about what weapons go where, and this is something we're working on.

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Re: Suggest - Features and Improvements

Postby mharmless » Sat Feb 06, 2016 6:00 pm

There is a neat feature where ship engines turn off on a ship which has a speed of zero. This is excellent for seeing quickly which ships can be boarded without pods.

However, the engine lights don't update till the enemy turn. So if I'm actively trying to prevent the retreat of a troop ship or scout, without destroying it, I have to click into the ship details after each shot to see if I got it to zero speed yet. This can be rather finicky when trying to pick out a ship from a pack of ships, as well.

If the engines went out as soon as damage reduced a ship to zero speed, that would make capture objectives less click-y.

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Re: Suggest - Features and Improvements

Postby mharmless » Sat Feb 06, 2016 7:51 pm

Shortcut hotkeys to the next/previous planet buttons in the colony view would be nice. If there are some already, they aren't obvious. Tried [] ,. qe zc and +-

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Re: Suggest - Features and Improvements

Postby sven » Sun Feb 07, 2016 12:05 am

mharmless wrote:Shortcut hotkeys to the next/previous planet buttons in the colony view would be nice. If there are some already, they aren't obvious. Tried [] ,. qe zc and +-


Sure, easy enough. Patched that in on 'dev'. We could do any of those hotkeys, but I think 'Q' 'E' may be a fairly safe choice, as apparently the '[' ']' keys are different on many international keyboards. But if you think some other combo is more intuitive, let me know.

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Re: Suggest - Features and Improvements

Postby mharmless » Sun Feb 07, 2016 1:32 am

sven wrote:
mharmless wrote:Shortcut hotkeys to the next/previous planet buttons in the colony view would be nice. If there are some already, they aren't obvious. Tried [] ,. qe zc and +-


Sure, easy enough. Patched that in on 'dev'. We could do any of those hotkeys, but I think 'Q' 'E' may be a fairly safe choice, as apparently the '[' ']' keys are different on many international keyboards. But if you think some other combo is more intuitive, let me know.


I find myself using wasd to move the galaxy map around (or click-drag), so qe seems to fit well with that. However, the arrow keys also move it around so it might be annoying to other users. I suppose an ideal solution is a screen to bind keys, but since there isn't such a thing right now that might be a fair chunk of work.

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Re: Suggest - Features and Improvements

Postby Arioch » Sun Feb 07, 2016 2:31 am

I already wrote down key bindings as something to discuss later.

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Re: Suggest - Features and Improvements

Postby bjg » Sun Feb 07, 2016 8:18 am

Number of turns left in the "Planetary Report" list.


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