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Do you have an example where we could improve it? We love getting that feedback and our UI "department" (it's one guy) really is all ears!
Second, as i said above, the neutral dwellings and the screen you get when you right click on a town with a hero thats standing next to it is misleading.
For the neutral dwellings its easy, because its showing both the buttons for the basic unit and the upgraded version, and correct me if im wrong, but i dont think we can hire upgraded units from neutral dwellings, nor upgrade already existing units there, so, why is there a greyed out button for them?
The town dwellings issue is tougher because of how the UI is laid out. When you right click on the town with a hero standing next to it, you get four distinct boxes, each with its own purpose. Draft troops, defending wielder, upgrade troops, and troops and garrison.
The issue comes from upgrading, for example, i am playing the first campaign right now, my wielder has three stacks of troops, one of which is a militia i can upgrade into sappers, and there are a few militia in the troops and garrison section aswell that arent part of the defenses. If i press upgrade troops and upgrade my militia, which stack is it going to upgrade, the 7 in the troops slots, or the 3 on my wielder? The only way to know is trial and error. It should be indicated somehow which unit is inside the garrison and which one is on my wielder. Preferably indicate it inside the upgrade troops window that appears when i press the upgrade troops button. Maybe split the inside of that menu into two sections. At the top 'half' are the units on the wielder, bottom 'half' are the units inside the garrison. if there are no upgradeable units on the hero or the garrison, skip showing the empty section that would be there.
Think of this like divs on a website. Im asking for a section that doesnt have borders (like the one currently on the upgrade troops screen), but for each of the three different sources of units. Use the large settlement kinda text and make it say 'Visiting wielder', and under it list all the upgradeable units that visiting hero has, just like you do now, but with the title above it. Then leave a bit of empty room at the bottom of this invisible section, and if there's a defending wielder with upgradeable units, put the same text style, 'Defending wielder', and the same unit upgrade button you have right now. If there is no defending hero with upgradeable units, skip showing it, no need for the 'Defending wielder' title if there are no units to show, its just meaningless ui clutter. Same rule for the 'Garrisoned units' section. If there are upgradeable units in the garrison, show the title, list units under it, if there are none, skip showing it.
Kinda like this:
https://imgur.com/a/BOD6Ybi
Of course, dont make it red on black. Use the same text style as the town size name that is normally there right now. Also, as i said, if one of the three sections is not applicable, skip showing its title. No reason to have it there if there are no applicable units to that 'invisible box' anyway.
Also, if i have a defending wielder with upgradeable units, there is no upgrade troops button, but if i put said units into the defending troops slots, and reload the menu, the upgrade troops button appears. I shouldnt have to reload this menu screen, the button should appear as soon as either a defending hero, visiting hero, or the garrison has upgradeable units. Naturally, if i move the militia out of the defending troops slots and onto my defending hero the button still stays there until a reload, because this doesnt update in the reverse direction either.
The upgrade troops button shows a 1 to indicate this. That bubble showing the stacks i can upgrade should be made prettier to fit in better with the rest of the UI's slightly worn borders, for example. Or maybe just create a different indicator that fulfills the same purpose but doesnt clash with the rest of the UI, it doesnt neccessarily have to be a circle.
Edit: About unit upgrading mechanics. If i have units being produced every day, why do i need to pay to upgrade the units that have been 'spawned' but not bought yet? It really sucks that i built a building, had units gather for a week or so, got the upgrade, and now i need to pay for both the cost to upgrade those units to their better versions, and the full price to hire those units aswell. This also adds to the upgrade UI not being that intuitive. This way im paying for the upgrade twice.
Here is another example.
Original screen:
https://steamcommunity.com/sharedfiles/filedetails/?id=3055856967
Suggested screen (ignore colors and styles, I am not a designer, also I forgot to add number of units in every position):
https://steamcommunity.com/sharedfiles/filedetails/?id=3055855106
Changes:
1) Unit images are larger, important info should be seen easily
2) "Upgrade all" icon (I noticed it for the first time while creating the screen, lol) is replaced with button.
3) "Upgrade all" button is added (useful late game when resources are not a problem and you want to upgrade all slots with single click)
4) "Move as many as possible" icon is replaced with "Move to garrison" button
5) Do we really need that wide bottom margin (not changed on the image)? The space could be used on top for units.
6) Basically all micro UI controls are replaced with much larger controls, there should not be pixel-hunting to just click an almost invisible icon.
Disband functionality problem:
https://steamcommunity.com/sharedfiles/filedetails/?id=3055859505
Which unit am I actually about to disband?
there are two 40 minutes youtube videos and this topic. Still no streight answer like "push this button".
I'm guessing that's the one you clicked on. However, I agree that a nearby mini-image with the stack in question would be useful.