Hate the new research screen.
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bjg
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Hate the new research screen.
The new research screen is too transparent. Hard to read, hard to concentrate.
- sven
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Re: Hate the new research screen.
We've tweaked the opacities of the background pane in r19274.bjg wrote:The new research screen is too transparent. Hard to read, hard to concentrate.
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bjg
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Re: Hate the new research screen.
Don't see the real improvements.
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zakblood
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Re: Hate the new research screen.
could maybe do with a tab more imo also, makes it hard to see everything and read it with the underneath bleeding through so much
not that it's my place either to comment, i'm only here to test, so maybe my thoughts and impressions are over stepping the marks as to say 
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Ashbery76
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Re: Hate the new research screen.
That is horrible.Change it back or even better add a proper tech tree. 
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Re: Hate the new research screen.
Thanks for the screenshot. Arioch and I have been testing on smaller (50-80) star maps, and the background does indeed show through quite a bit more when you've got a hugely dense 500 star map. As we keep saying, 500 star maps aren't really the playstyle we're designing the game around, but, increasing the opacities a bit more to keep the screens readable for players on those kinds of maps seems reasonable enough.zakblood wrote: could maybe do with a tab more imo also, makes it hard to see everything and read it with the underneath bleeding through so much
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Re: Hate the new research screen.
While there's an argument to made that it should be less transparent, it has always been this way. Check the live version on Steam if you don't believe me.Ashbery76 wrote:That is horrible.Change it back or even better add a proper tech tree.
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bjg
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Re: Hate the new research screen.
The map size doesn't matter in this case. I don't zoom out, but there are still enough objects (stars, ships, course lines) on the background to make the science screen a puzzle. BTW, opacity wont help if there is nothing to apply it to (left size, specially bottom left).sven wrote:500 star maps aren't really the playstyle we're designing the game around, but, increasing the opacities a bit more to keep the screens readable for players on those kinds of maps seems reasonable enough.