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Old December 13, 2003, 23:50   #1
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{The List-} User friendliness/The manual/Help files
[STILL IN DRAFT]

Introduction

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Thanks! -List Threadmaster Trifna

Summary

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The Ideas


Historical part to the garbage, easily changed Civpedia by the editor
Forget the historical stuff about units. Most people never read it and it doesn't enhance gameplay. Make it easy to generate Civpedia entries IN THE EDITOR.
Kuciwalker


Keep the historical part, help by changing Civ 3's "dreadful" editor
I really enjoy reading the stuff that is "unimportant" when you only consider gameplay issues. I understand that most people creating scenarios or mods don't do it, but I definately want all the text in the Civilopedia that comes with the game.

[...]

Now this is really simple, by adding a small feature to the editor. Namely an option for the editor to automatically make empty entries in the Civilopedia and/or to take over civilopedia entries from other related things [...]. This way if I don't want to mess with those entries, I don't have to. In fact, all the required work related to adding something into the game should be done by the editor [...]. What I would get is a feature added to the game and some empty space in the text file(s), that [one] could fill if need be.
Modo44


A "?" to click on and point at elements, fan participation
I propose that somewhere at the top of the screen there would be a litte interrogation mark to click on. If you click on it, there will be a bunch of very visible interrogation marks each place on the present screen you can get a little text explaining how it works, what it is and everything that's nice to know. This would help many, without even bringing the need of a complete tutorial (though a tutorial can always be nice, and it could use the information put with this interrogation marks system).

The best of all would be if Firaxis would do exactly as they did with fans' maps and incorporate them in patches, or even from the beta to the final version. So some information would have been brang by fans and Firaxis would chose what they bring in.
Trifna


"Hovered on" information
I also think that there should be, in the options tablet, a checkbox that when clicked, will cause the mouse button (when it's hovering over an object) to describe the object in a short description
DarkCloud


Improved file save/retrieve
Would it be too much to ask to slightly improve the file save and file retrieve dialog boxes?

I feel like I'm back in Windows 3.x with the spartan [...] file operation box.

What I would like to see is a page ripped from Microsoft's book on this. First, make the box a little bit bigger. If I'm doing some file operation, go ahead and cover most of the screen. It's not like I'm playing the game while opening/closing a game.

Second, I need to see some properties information displayed regarding my file saves. A small thumbnail of my map would be nice. Also, some information like:

-when was the file created (game started)
-date last saved
-how many civs active
-current scores/perhaps a histograph?
-whether the game is SP, MP or PBEM

Speaking of PBEM. Could a seperate interface be developed for keeping MP and PBEM games organized? I create seperate folders, but I think with minimal effort, a little nicer front end could be developed to make it easy to store, organize and launch games.

One last thing...the manual makes it a point to say that it doesn't store email addresses. This is a pretty simple thing that would help the player tremendously.
Shogun Gunner


Using the standard Windows open-file box
Why not use the standard Windows open-file box, with an extra part to display some info about the actual savegame you have selected?
Kuciwalker


Mini-map, and opening a game in one click
A mini-map thumbnail is essential.
I'd also like a way to open games with one click from the main menu.
MattH


For a printed manual
The manual should be printed, not digital! I find it much nicer to be able to paw through actual paper.
MattH


Being able to pause at any time
Be able to pause the game in the middle of anything it's doing to look at settings, etc. When it's cycling through automated or AI units. Be able to change orders in the middle. Be able to more easily observe what the AI is doing before it's finished.
Brent


Rainbow bar: simple/efficient multi-factor management
Sometimes many factors sum up to affect a single aspect (such as a city's mood with positive/negative factors, economic income/outcome...).

I propose the "raibow bar" as an interface tool.

What counts is the total bar, which is composed of each factor which has its own color. What counts is the sum of each part (with its color) of the bar forming the the whole "rainbow bar" (containing each color). When it reaches a certain line, you get unrest for example. This bar coult be on the city screen and everywhere needed.

One question is how to include the negative part (since there are positive factors, but also negative ones). Possible way: the "negative" bar just under the "positive" bar starting from the right side of the positive, the left end of it being where the line of your current situation is drawn (affecting the given aspect).
Trifna


Less imperfect city management to worry about
Let's say you've got 18 food and the city produces 3/turn and you need 20 that it grows. What if they skipped the extra turn, let the population grow immediately and put the remaining 1 food in the container?
Max Sinister


Conclusion

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Respectfully Compiled- Trifna
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Old December 14, 2003, 00:18   #2
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Forget the historical stuff about units. Most people never read it and it doesn't enhance gameplay. Make it easy to generate Civpedia entries IN THE EDITOR.
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Old December 14, 2003, 00:48   #3
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@skywalker: I agree.
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Old December 14, 2003, 01:48   #4
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Indeed, if the community could add information that would get in the civpedia, it could be nice. I always remember going in the civpedia and not finding what I want to know. Also, if some information about the civpedia comes out during the beta, we could easily say what information we believe is missing.
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Old December 17, 2003, 15:11   #5
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I propose that somewhere at the top of the screen there would be a litte interrogation mark to click on. If you click on it, there will be a bunch of very visible interrogation marks each place on the present screen you can get a little text explaining how it works, what it is and everything that's nice to know. This would help many, without even bringing the need of a complete tutorial (though a tutorial can always be nice, and it could use the information put with this interrogation marks system).

The best of all would be if Firaxis would do exactly as they did with fans' maps and incorporate them in patches, or even from the beta to the final version. So some information would have been brang by fans and Firaxis would chose what they bring in.
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Old December 17, 2003, 22:34   #6
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Quote:
Forget the historical stuff about units. Most people never read it and it doesn't enhance gameplay. Make it easy to generate Civpedia entries IN THE EDITOR.
Actually, I read it and always learn new things that I never knew before.

In addition, it creates extra appeal for the game since people can always pass civ off as an 'educational game'


***
However, I do agree with users being allowed to manually edit the civlopedia! In essence we could craft our own scenarios and own histories if we wanted to completely remod the game (remember the star wars mod for civ II and teh complete redesigns where someone went into the source and messed with the civlopedias...) well this way, the civlopedia could be more easily edited ushering in a renaissance of mod development

***
I also think that there should be, in the options tablet, a checkbox that when clicked, will cause the mouse button (when it's hovering over an object) to describe the object in a short description

(IE: if it's over plains- it says "Plains +1 Food" and if the player double right clicks, then (s)he can discover more information about the terrain, or city...) In addition, the highlighting can be quite helpful if the interface uses strange images instead of words (like CTP) for its icons.

And there should be additional options for the "Help" boxes-

The player could turn off the Interface Help (telling the player what plains is, etc) or he could turn off the City Screen Help (turning off the descriptions of what a rioting man is) or he could turn off the Game Help (which would turn off the highlighting on strange icons that represent "Top 10 Civs" etc.)
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Old December 20, 2003, 00:19   #7
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Something that has bugged me a little recently.

Would it be too much to ask to slightly improve the file save and file retrieve dialog boxes?

I feel like I'm back in Windows 3.x with the spartan (see I worked a Civ term into a Windows issue, aren't I clever ) file operation box.

What I would like to see is a page ripped from Microsoft's book on this. First, make the box a little bit bigger. If I'm doing some file operation, go ahead and cover most of the screen. It's not like I'm playing the game while opening/closing a game.

Second, I need to see some properties information displayed regarding my file saves. A small thumbnail of my map would be nice. Also, some information like:

-when was the file created (game started)
-date last saved
-how many civs active
-current scores/perhaps a histograph?
-whether the game is SP, MP or PBEM

Speaking of PBEM. Could a seperate interface be developed for keeping MP and PBEM games organized? I create seperate folders, but I think with minimal effort, a little nicer front end could be developed to make it easy to store, organize and launch games.

One last thing...the manual makes it a point to say that it doesn't store email addresses. This is a pretty simple thing that would help the player tremendously. My Kodak digital camera software allows me to send files right from the software picture viewer. I should be able to send saved games just as easily. If Kodak can do it, so can Atari/Infogames/Sid Meier/Breakaway Games... or whoever is making the game now.
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Old December 20, 2003, 13:43   #8
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So I suppose you want a CTP-like information box about the game saves?
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Old December 20, 2003, 13:57   #9
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Why not use the standard Windows open-file box, with an extra part to display some info about the actual savegame you have selected?
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Old December 20, 2003, 16:03   #10
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A mini-map thumbnail is essential.
I'd also like a way to open games with one click from the main menu. I had a concept drawing of this- I'll see if I can find it.

The manual should be printed, not digital! I find it much nicer to be able to paw through actual paper.
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Old December 20, 2003, 16:07   #11
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This is what I'm talking about- never mind the C3C
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Old December 20, 2003, 18:46   #12
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Quote:
Originally posted by DarkCloud
So I suppose you want a CTP-like information box about the game saves?
I don't know what that looks like...
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Old December 20, 2003, 18:52   #13
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MattH, that's looking pretty good.

A picture is worth a thousand words!
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Old October 2, 2004, 06:37   #14
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Quote:
Originally posted by MattH


This is what I'm talking about- never mind the C3C
Why don't I see this picture on my browser exactly?...
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Old October 2, 2004, 19:03   #15
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I strongly agree with Shogun Gunner and MattH. I agree and disagree with Kuci. I don't want to be able to easily lose the prepackaged pedia, but I want to be able to turn it off, or portions of it, and/ or easily make entries in the Editor. I want a complete tutorial. I want the pedia to be educational, even though I never use it that way, and it would be nice if you could learn more of value from actual gameplay.
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Old October 3, 2004, 07:33   #16
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Quote:
Originally posted by Kuciwalker
Why not use the standard Windows open-file box, with an extra part to display some info about the actual savegame you have selected?
You either use teh standard windows dialoge box exactly as is, or you do a total rewrite. In terms of programming difficulty, there is no middle ground.
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Old October 5, 2004, 01:14   #17
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Pausing Anytime

Be able to pause the game in the middle of anything it's doing tolook at settings, etc. When it's cycling through automated or AI units. Be able to change orders in the middle. Be able to more easily observe what the AI is doing before it's finished.
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Old October 10, 2004, 21:23   #18
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Just wondering Trifna, coudl you add titles to all the ideas so that they can be categorized and easily summed up by Firaxis- like the title that Brent provided in the above post?

after you do that- I'd be glad to add them to the list.

Thanks!
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Old November 2, 2004, 18:32   #19
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Quote:
Originally posted by Kuciwalker
Forget the historical stuff about units. Most people never read it and it doesn't enhance gameplay.
I disagree. I really enjoy reading the stuff that is "unimportant" when you only consider gameplay issues. I understand that most people creating scenarios or mods don't do it, but I definately want all the text in the Civilopedia that comes with the game.

Quote:
Originally posted by Kuciwalker
Make it easy to generate Civpedia entries IN THE EDITOR.
Now this is really simple, by adding a small feature to the editor. Namely an option for the editor to automatically make empty entries in the Civilopedia and/or to take over civilopedia entries from other related things (in your example, that would be other units). This way if I don't want to mess with those entries, I don't have to. In fact, all the required work related to adding something into the game should be done by the editor (the current system is dreadful, and that's a compliment ). What I would get is a feature added to the game and some empty space in the text file(s), that I (or somebody else, like somebody actually interested, or payed ) could fill if need be.
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Old December 3, 2004, 11:28   #20
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Most Civ3 players would not look at every single factor, except if they are streamlined and can easily be seen somehow.

Sometimes many factors sum up to affect a single aspect (such as a city's mood with positive/negative factors, economic income/outcome, corruption with positive/negative factors, diplomatic situation...).

For that, I propose the "raibow bar" as an interface tool.


What counts is the total bar, which is composed of each factor which has its own color. What counts is the sum of each part (with its color) of the bar forming the the whole "rainbow bar" (containing each color). When it reaches a certain line, you get unrest for example. This bar coult be on the city screen and everywhere needed.

One aspect that needs to be looked at is how to include the negative part (since there are positive factors, but also negative ones). Possible way: the "negative" bar just under the "positive" bar starting from the right side of the positive, the left end of it being where the line of your current situation is drawn (affecting the given aspect).


This seems like the "simple and efficient" that can be included, while permitting to incorporate some multi-elementary composed effects.
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Old December 31, 2004, 03:24   #21
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This isn't really a reply to what is being talked about, but I feel it fits the thread well.

When I play civ I always check what tiles are being worked in every city on every turn. A little redundant (but neccesary imo) in civ1 for SNES. Then civ2 comes along with the greatest thing since sliced bread...you can click on the city in the city management screen and it resests all you citizens to the most productive tiles!!! Pure genius.

Well, along comes civ3 and I'm expecting it too contain an invaluable tool... Lets say you got three citizens in a city and when you click on the city to let the computer decide what tiles to work. Well it just so happens there are two wheated floodplains in the cities radius. So the computer desides to make two citizens work the wheated floodplains, and of course the third citizen works the city square(let's assume that no other tiles are in the city radius that computer thinks is better than the two wheated floods). Well, a couple of turns pass and you only need one more food to increase in population. I think when you click on the city in the city management screen the computer should know that you only need one food to grow and drop one of the flood plains for a tile that is either production or commerce heavy. In other words the computer should know how much more food or shields are need to either increase population or complete the next project, whatever the case maybe. This is one of my biggest pet peaves.

If anyone can offer there opinion on this it would be much appreacitated. Thanks!
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Old December 31, 2004, 10:59   #22
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Civroman, you raise a topic that has been fiercly debated at Apolyton in the past.

Essentially two camps of thought -- one would identify with your post and would expect that the programmers to eliminate a large amount of the user having "to confirm" "cycle cities" "manually make choices" etc.

The other group feels that it's the "attention to detail" which seperates the good civ player from the bad. To folks supporting this idea, it's not too much to cycle all your cities and verify everything is the way you want it -- each turn.

For your specific point raised in your post, I recognize the value in the computer making decisions and changes that you want without your support. However, I myself, would want to retain the control over the settings. I would not want the computer making changes in the city allocation without my involvement.

BTW, this does not put me firmly in the second camp -- its just this example is one that I would want human control over. Just my opinion, that's all.
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Old December 31, 2004, 12:16   #23
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VERY INFORMITIVE!!! I think I left out one aspect of the interface, that I so much want. The computer will only reassign citizens to different tiles if you click on the city square. But you raise a good point. Maybe you can left click the city to use "default assign citizens" and if you right click the city... maybe a cascade window would come up with much like the city govenor. But as I type this, why would you ever want to produce more shields or food than you need to produce the next unit or grow in population. Or maybe your extra foods and sheilds could roll over for the next upcoming project??? Thanks for the reply!!!
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Old January 3, 2005, 09:21   #24
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Couldn't that problem easily be solved if they just did it this way: Let's say you've got 18 food and the city produces 3/turn and you need 20 that it grows. What if they skipped the extra turn, let the population grow immediately and put the remaining 1 food in the container? By this way, you don't have to worry about imperfect city management and have less work.
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Old January 20, 2005, 19:22   #25
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Ah, they're titled- thank you trifna!
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