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Bombardment display UI #672

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MatGB opened this Issue May 18, 2016 · 9 comments

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MatGB commented May 18, 2016

I'm finally playtesting all the new bombardment weapons to see how valid the strategy is. It's probably going to be a good, solid strategy, but the current UI is terrible and confusing.

Problem 1): If you select a fleet within a system entirely made up of bombard ships of the same weapon fit, you also need to select each individual ship to initiate a bombard. That bombard will last for one turn only then you need to do the whole thing again.

Problem 2): If you have selected and initiated a bombard, go and do something else within the game, then reload the system (mostly, to check you've ordered a repeat bombard), then the planet you had ordered the bombard for will display population as if the bombard is already complete, the only way to check if the planet is actually population zero is to cancel the bombard, select a different system, then come back to this system.

There are other, more minor, issues, but these two are the main ones, the top is a micromanagement problem writ large, if your strategy is to denude the galaxy of life you're going to be clicking a lot of ships every single turn. The latter is confusing me constantly.

Ideally selecting a fleet allows you to bombard for that entire fleet, but selecting individual ships allows you to choose which goes where as now. I'm not sure how or if we should enable repeat orders but some method of reminding players is essential, a Sitrep needs to be added telling you what your ships have done as well as your opponent. The population display issue is a major one that needs dealing with, it's especially a problem when you reload from save and check through your fleets before ending turn.

@Vezzra Vezzra added this to the post 0.4.6 milestone May 26, 2016

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ghost Jun 8, 2016

A few more glitches I have observed:

If you have two bombard fleets in a system, they can't attack the same planet.

You can't cancel the bombard order if you move the fleet to a different system.

You can't cancel the bombard order once a planet shows 0 population, even if it isn't actually dead.

When you bombard, the next turn the ship(s) show as bombarding, but no action will be taken. What you have to do is select the ships, order a bombard, then cancel it, then order it again. Randomly, you may have to reselect all the ships at each step.

If your bombard strength is more than the current population, but less than pop+growth, the planet isn't wiped, but you can't cancel the glitched order due to the last two glitches above.

ghost commented Jun 8, 2016

A few more glitches I have observed:

If you have two bombard fleets in a system, they can't attack the same planet.

You can't cancel the bombard order if you move the fleet to a different system.

You can't cancel the bombard order once a planet shows 0 population, even if it isn't actually dead.

When you bombard, the next turn the ship(s) show as bombarding, but no action will be taken. What you have to do is select the ships, order a bombard, then cancel it, then order it again. Randomly, you may have to reselect all the ships at each step.

If your bombard strength is more than the current population, but less than pop+growth, the planet isn't wiped, but you can't cancel the glitched order due to the last two glitches above.

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Vezzra Jun 9, 2016

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Hm, looks like there are some serious issues with the bombard UI. I wonder if we should try to address those for the release, or keep it flagged for post release (as it's now)?

Comments, opinions?

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Vezzra commented Jun 9, 2016

Hm, looks like there are some serious issues with the bombard UI. I wonder if we should try to address those for the release, or keep it flagged for post release (as it's now)?

Comments, opinions?

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MatGB Jun 9, 2016

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Depends on how much work it'd be. Currently bombardment isn't there as a strategic help, it needs some fairly major balancing and possibly some effects tweaks as well, so having it a bit buggy for this release (given none of them are new bugs) would be fine.

If on the other hand it's a fairly easy fix then it's definitely bugs, and if it is made better to use then the balancing pass needed will be easier post release.

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MatGB commented Jun 9, 2016

Depends on how much work it'd be. Currently bombardment isn't there as a strategic help, it needs some fairly major balancing and possibly some effects tweaks as well, so having it a bit buggy for this release (given none of them are new bugs) would be fine.

If on the other hand it's a fairly easy fix then it's definitely bugs, and if it is made better to use then the balancing pass needed will be easier post release.

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geoffthemedio Jun 10, 2016

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Substantial UI reworking is never going to be an easy fix...

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geoffthemedio commented Jun 10, 2016

Substantial UI reworking is never going to be an easy fix...

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Vezzra Jun 12, 2016

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Then I guess we should keep it flagged for post release.

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Vezzra commented Jun 12, 2016

Then I guess we should keep it flagged for post release.

@Vezzra Vezzra changed the title from Bombarbment display UI to Bombardment display UI Jul 27, 2016

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dbenage-cx Nov 13, 2016

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Some observations:

  • Cancel Bombard checks for orders to rescind, but orders are cleared each turn.
  • While CleanUpBombardStateInfo does appear to clear Planet::m_is_about_to_be_bombarded, that change does not persist when SidePanel checks (even if all of the previous ships have been successfully changed).
  • When a BombardOrder for a ship is canceled, it calls Planet::SetIsAboutToBeBombarded(false), which does not seem strictly correct as other ships may still be bombarding.
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dbenage-cx commented Nov 13, 2016

Some observations:

  • Cancel Bombard checks for orders to rescind, but orders are cleared each turn.
  • While CleanUpBombardStateInfo does appear to clear Planet::m_is_about_to_be_bombarded, that change does not persist when SidePanel checks (even if all of the previous ships have been successfully changed).
  • When a BombardOrder for a ship is canceled, it calls Planet::SetIsAboutToBeBombarded(false), which does not seem strictly correct as other ships may still be bombarding.

@Vezzra Vezzra modified the milestones: optional for v0.4.7, v0.4.7 Feb 12, 2017

@Vezzra Vezzra added the component:UI label Mar 11, 2017

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l29ah Mar 14, 2017

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Currently bombardment isn't there as a strategic help

Nope, i'd say it's a lot faster and cheaper to bomb your way through in the late game compared to the invasion strategy atm, althrough all the clicking required makes this choice a disaster. I guess it would be even more helpful if i employed the invisible fighter way as the bombs ignore the planetary shields afair.

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l29ah commented Mar 14, 2017

Currently bombardment isn't there as a strategic help

Nope, i'd say it's a lot faster and cheaper to bomb your way through in the late game compared to the invasion strategy atm, althrough all the clicking required makes this choice a disaster. I guess it would be even more helpful if i employed the invisible fighter way as the bombs ignore the planetary shields afair.

@Vezzra Vezzra modified the milestones: optional for v0.4.7, v0.4.8 May 1, 2017

@Vezzra Vezzra modified the milestones: v0.4.8 (mandatory), post 0.4.8 Oct 29, 2017

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l29ah May 16, 2018

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Okay, now it seems like i can't bombard two turns in a row: on the second turn it says it is going to bombard the planet, it is impossible to cancel the order, and on the next turn the planet's population suggests it wasn't.

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l29ah commented May 16, 2018

Okay, now it seems like i can't bombard two turns in a row: on the second turn it says it is going to bombard the planet, it is impossible to cancel the order, and on the next turn the planet's population suggests it wasn't.

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ghost May 18, 2018

@l29ah That is a known bug. The workaround is rather counter intuitive:
Individually select (highlight) all of the bombarding ships in the lower fleet window, then click the bombard button on the planet three times. If you are bombarding multiple planets in a system, you have to repeat it for each planet every turn. Note that this doesn't work if a planet shows as dead, but isn't, since you don't get a bombard button.
If you don't select anything during your turn, you can sometimes keep the fleet selection across multiple turns, but it makes bombarding multiple systems painful, or any kind of fleet management, for that matter.

ghost commented May 18, 2018

@l29ah That is a known bug. The workaround is rather counter intuitive:
Individually select (highlight) all of the bombarding ships in the lower fleet window, then click the bombard button on the planet three times. If you are bombarding multiple planets in a system, you have to repeat it for each planet every turn. Note that this doesn't work if a planet shows as dead, but isn't, since you don't get a bombard button.
If you don't select anything during your turn, you can sometimes keep the fleet selection across multiple turns, but it makes bombarding multiple systems painful, or any kind of fleet management, for that matter.

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