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UI feedback

Posted: Fri May 27, 2016 6:34 pm
by GShock112
When I hover the mouse over a unit I see its portrait and info on the left bottom side... but when a unit is selected I see it on the bottom right side.
It's very common to have 2 units visible but in the japanese campaign the unit types are identical and there's no telling which is yours and which is the enemy's unit. Is it possible to add a mon symbol in the top row of the unit info panels? :oops:

Re: UI feedback

Posted: Fri May 27, 2016 7:09 pm
by rbodleyscott
The one on the left is the currently selected unit. The one on the right is the one the mouse is over, if it isn't currently selected.

Re: UI feedback

Posted: Fri May 27, 2016 8:41 pm
by Hrothgar
Never mentioned this before, but it's been going on since Pike & Shot. Sometimes [always at the worst time!], when I select a unit, hover over an enemy, see ONLY the melee symbol and try to check to see if it would be favorable, my unit charges without me having ordered it to, just as a result of trying to see what the odds are like. This can be annoying.

Can anything be done to eliminate this problem?

Re: UI feedback

Posted: Fri May 27, 2016 9:17 pm
by rbodleyscott
Hrothgar wrote:Never mentioned this before, but it's been going on since Pike & Shot. Sometimes [always at the worst time!], when I select a unit, hover over an enemy, see ONLY the melee symbol and try to check to see if it would be favorable, my unit charges without me having ordered it to, just as a result of trying to see what the odds are like. This can be annoying.

Can anything be done to eliminate this problem?
It should not happen unless you inadvertently click twice.

Re: UI feedback

Posted: Fri May 27, 2016 10:59 pm
by Hrothgar
It doesn't seem like that's what's happening, but I'm getting old, so I guess it's possible. As I said, it seems like it always happens when I least want it to.

Oh, well, guess I'll have to be more careful.

Re: UI feedback

Posted: Fri May 27, 2016 11:17 pm
by Jagger2002
Never mentioned this before, but it's been going on since Pike & Shot. Sometimes [always at the worst time!], when I select a unit, hover over an enemy, see ONLY the melee symbol and try to check to see if it would be favorable, my unit charges without me having ordered it to, just as a result of trying to see what the odds are like. This can be annoying.

It doesn't seem like that's what's happening, but I'm getting old, so I guess it's possible. As I said, it seems like it always happens when I least want it to.
I have had the same problem with pike and shot from time to time. I thought maybe it was something about my mouse but if it is happening to other people, I doubt it is the mouse. Just had it happen about 10 minutes ago. Definitely annoying and sometimes disastrous.

Re: UI feedback

Posted: Fri May 27, 2016 11:41 pm
by Paul59
Jagger2002 wrote:
Never mentioned this before, but it's been going on since Pike & Shot. Sometimes [always at the worst time!], when I select a unit, hover over an enemy, see ONLY the melee symbol and try to check to see if it would be favorable, my unit charges without me having ordered it to, just as a result of trying to see what the odds are like. This can be annoying.

It doesn't seem like that's what's happening, but I'm getting old, so I guess it's possible. As I said, it seems like it always happens when I least want it to.
I have had the same problem with pike and shot from time to time. I thought maybe it was something about my mouse but if it is happening to other people, I doubt it is the mouse. Just had it happen about 10 minutes ago. Definitely annoying and sometimes disastrous.
I have a similar problem, which I am 99% sure is due to my mouse, and strangely Pike and Shot is about the only program that it does not happen in! What happens with me is that my mouse curser will sometimes jump right across the screen and often click as well. It can be very annoying as you can imagine.

Re: UI feedback

Posted: Sat May 28, 2016 6:22 am
by rbodleyscott
Another possibility is that it may be due to the STEAM overlay.

Re: UI feedback

Posted: Sat May 28, 2016 6:29 am
by zakblood
right click on the game for the menu to disable / un tick etc
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Re: UI feedback

Posted: Sat May 28, 2016 6:38 am
by GShock112
I know most of my lesser criticism is going to be surpassed once I memorize everything and I also know graphics is not the main ingredient of the game but if the UI can be made better (as I said in the Steam Forums this is REALLY an extremely complex game) it would help a lot. We're just talking of a mon symbol to be added to the UI nothing particularly hard to do... and the same goes for the "unused" button that still highlights units that can't do anything (I did check, some still have the free turn but others are really not movable so that button shouldn't highlight those units that can't do anything and you can stop scrolling from one unit to the other much sooner and do turns much faster which in big battles reduces micromanagement to a minimum).

I'd love for instance a move confirmation option... the game has no UNDO function (even when there's no reaction to your move and no attack being made or unit being revealed) and if you make a mistake it can be a total catastrophe... an option that lets you do the move but asks you to confirm before actually carrying the move out would be a good idea.

Are there any weather and/or fatigue effects being contemplated in the mechanics? I certainly don't see them on the map...

Re: UI feedback

Posted: Sat May 28, 2016 6:46 am
by rbodleyscott
GShock112 wrote:Are there any weather and/or fatigue effects being contemplated in the mechanics? I certainly don't see them on the map...
We are trying not to make the game more complex.

Re: UI feedback

Posted: Sat May 28, 2016 8:03 am
by GShock112
rbodleyscott wrote:
GShock112 wrote:Are there any weather and/or fatigue effects being contemplated in the mechanics? I certainly don't see them on the map...
We are trying not to make the game more complex.
I know it's another layer of complexity but Yoshimoto was killed by Shingen because there was a storm... it is a critical issue for muskets too and don't forget the fog (more restricted fog of war view: I just got annhilated by Takeda because I didn't see its troops coming through the woods, lol).

I would love to see firearms fail in rainy weather, having a more restricted LOS with fog and have troops lose cohesion if they fail a fatigue test (i.e. check unit kill/loss rate because it's what determines how much it fought and if unit fails the test it drops one cohesion level. Make check at turns 10 and 15 [if battle is 20 turns long] for those units who fought a lot and that's about it).

Well, simply put since the game is extremely complex, adding another layer can't make it harder.
Personally I think it's all about the UI. If the UI helps, this stuff can only make the game better.

Re: UI feedback

Posted: Sat May 28, 2016 8:21 am
by rbodleyscott
Thanks for the feedback.

Re: UI feedback

Posted: Sat May 28, 2016 10:55 am
by GShock112
I'm still looking at the "Unused" feature that highlights units that have 0 AP.
On one occasion it had a general so it's possible that the only move allowed was to move the general from that unit to another unit but I've also seen the 0AP highlighted without the general so there's something here. In the case of the Honjin, perhaps that's why it's always getting highlighted (even though I've never been able to move the Honjin yet... maybe not possible in the Oda vs Takeda campaign) but as I said, the Unused feature keeps highlighting 0AP units even if there's no general present and no option looks available instead of excluding them.

Yet, this made me look at this "move general thingy" right there and I think that the UI should highlight the possible targets for the move of the general.

I am playing with the LOS/LOF activated filter and I find it very useful. I know the white arrow on a unit indicates it is in command range but I haven't noticed (correct me if I am wrong) the opposite: when we select a unit with a general, shouldn't we see highlighted all its commanded units? That's how you keep the command in range... not possible without visual help because units all look type-alike and there's no way to tell which one belongs to which command in the heat of battle.

I've just fallen in love with this game. :oops: