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User Interface

Some more or less new ideas about how to speed up gameplay without Grand Vizier in COM II:   

City screen - work manager
I found an empty spot between the Race and the Population counter. Maybe there is also an unused hotkey? 

1.)   Let´s say after pressing “p” for Population a letter “P” or “W” for Production or Workers appears there. Now the population bar is locked with maximum workers. If you click to the left of the bar, the same thing happens, but it´s still not locked. As production carries over to the next project, this would be the main theme for the City.
2.)   Press “p” again, it´s an “F” for food or farmers. Now the bar is locked with farmers maxed. The difference would also be, that unrest decline and population growth would automatically lead to farmers. Halfling Cities, for example, have better farmers.
3.)   Press again, it could be “B” to build within the fewest turns. Automatically, the City would have as many workers as it needed to build the fastest on the current project, but those not needed could be farmers. If the project or the available population changes, this will be adjusted automatically. It is not the fastest overall production as in 1.) - would have been in MOM.
4.)   If you press the same hotkey one more time, the default setting will be used again - as it is now.

Save/Load build queues
Another red button could be squeezed in at the bottom of the building screen. Only queues of the Race of the City appear, but they can be used in the next game. Universal queues are not possible, I guess.
 
Graphics for visible Fortress on the overland map and Cartographer
This could help hunt wizards.
 
Magic screen
-         Under the research bar there is a box with the researched spell/ turns. Click on it to jump to the Apprentice book.
-         Press “Research” (over the bar) for fewest turns to research the spell. The rest-power remains in Mana and/or Skill, depending on how the bars are locked.
-         These bars don´t slide as well, as the Alchemy bar. If you click into one of them and then use an arrow key it can be increased/decreased in 1 steps.


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These are some good ideas to consider once we reach Beta.
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More ideas on how to speed up gameplay without giving up control in COM II: 
  
“x”-key to scroll through the unit screens of a stack
 
When you right-click on a unit in a stack, the unit´s statistics screen opens. With the “x” key it might now be possible to jump to the stats screen of the next unit of the same stack in a circle – just like it is with the City screens. That could make buffing and rebuffing easier.

Units that do not have a move order and can be moved are selected before units with a move-order move

In the new turn, the units that can be moved are activated in a sequence. If there is a way to program the order of the activated units, I would suggest that the units without a movement command activate first. This allows the player to still manually change unit movement orders before they are executed. One would only have to remember to have active units without movement orders.
If that meant revamping the entire overland movement UI in COM II, it feels very iffy to add this ofc.
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Quote:When you right-click on a unit in a stack, the unit´s statistics screen opens. With the “x” key it might now be possible to jump to the stats screen of the next unit of the same stack in a circle – just like it is with the City screens. That could make buffing and rebuffing easier.

This is kinda useless considering CoM II shows you which of the units in the stack are valid targets for the buff so you can simply count how many units don't show the red X and cast the buff that many times.

Quote:Units that do not have a move order and can be moved are selected before units with a move-order move
This was discussed in the other thread yesterday.
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(October 22nd, 2020, 08:18)Seravy Wrote: This is kinda useless considering CoM II shows you which of the units in the stack are valid targets for the buff so you can simply count how many units don't show the red X and cast the buff that many times.
COM II already has a great UI, that is far better than in previous versions of the game. Such an x-key would be intuitive to use and allow multiple stats/buffs to be checked quickly without having to cast a spell. That would save time compared to right-clicking on each individual unit in a stack, but not by much. 
Quote:This was discussed in the other thread yesterday. --> "I don't feel like overhauling the entire overland movement UI and risk adding new bugs for a feature that ... This isn't easy to add and would require splitting the "going" status to two different unit orders, "going now" and "going carried over from the previous turn". Which also means every part of the code that checks for "going" status needs changes with potential to break stuff, from AI to human movement."
Aha. I hadn't read that carefully. I thought the discussion was about annoying confirmation windows. These aren't needed in this idea, but there are basically the same problems with it.
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When trying to target a city for an enchantment in COM II, it can be difficult to find your own cities on larger maps. It would be easier if the x and z buttons scroll through the player's cities while centering them on the overland map.
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Is it possible to force ranged/missile unit to do melee attack instead of ranged attack for tactical reason? Is there any hot key or anything that allow it to do so?
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(November 25th, 2020, 16:21)Slingers Wrote: When trying to target a city for an enchantment in COM II, it can be difficult to find your own cities on larger maps. It would be easier if the x and z buttons scroll through the player's cities while centering them on the overland map.

That's a good idea, I'll add that during Beta.

Quote:Is it possible to force ranged/missile unit to do melee attack instead of ranged attack for tactical reason? Is there any hot key or anything that allow it to do so?

In CoM II you can do it my holding Shift. Not possible in CoM I.
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