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Interface Nightmare

 
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Interface Nightmare - 5/14/2012 2:59:11 AM   
mh1066

 

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Since the HUD takes up so much screen space I normally play with it removed, but has anyone ever encountered the fact that you can STILL inadvertently click the pass button (even though it isn't showing on screen) resulting in the whole turn ending! This has happened to me twice - the first time I wasn't sure what the heck happened, but the very next time I was noting I was trying to click on a unit to activate it and...boom, it happened again. Given all the other visual limitations you have to struggle with this one is frustrating.
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RE: Interface Nightmare - 5/14/2012 6:19:14 PM   
ericbabe


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This should be an easy fix. Thanks for the report.

May I ask what resolution you are playing the game at? We tried to design the HUD to take up as little room as possible while still keeping all the relevant information on the screen.

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RE: Interface Nightmare - 5/16/2012 4:21:15 AM   
mh1066

 

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I'm playing at the laptop default resolution - 1366 x 768. I toggle the HUD off using the "I" hotkey. As for my observation regarding the screen space...the information bars just seem intrusive than they need be wherein the font is larger than you usually encounter in such settings. I just feel like I am battleing the interface sometimes. The elevations are near impossible to see in the top down view, the chits are unreadable in most zoom views, and the 3d unit depictions are hard to find on the map since they have no bases.

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RE: Interface Nightmare - 5/16/2012 11:01:52 PM   
ericbabe


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That is close to the minimum supported resolution (which is 1024 x 768.) I agree that the interface is pretty cluttered at that resolution. We may be able to scale some items down when the game is running at lower resolutions.

Would you mind posting an image of what your chits look like? I'm surprised to hear they are unreadable in most views. It's possible some video cards might handle some of the graphics techniques we use differently than others, which might cause the chits to be blurrier or less on differing cards. I will think about this.

A number of people have also complained that they cannot see height differences easily. I don't have this problem, but different people do perceive colors differently (and different monitors display them differently.) We may be able to offer a mode that exaggerates the shading differences between different heights. (There currently are different textures for different heights, but they are fairly subtle differences.)

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RE: Interface Nightmare - 5/20/2012 2:11:48 PM   
mh1066

 

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You are correct...in top-down view the heights are very hard to determine. I was surprised since in the board game the maps are easy to read.

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RE: Interface Nightmare - 5/21/2012 2:53:24 PM   
ericbabe


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We originally had heights as in the first board game. You should notice that with the new version of ATB the maps have been redone to make the heights look more natural, and the same artist who redid those maps did our height textures.

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