Author Topic: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"  (Read 1920 times)

Offline x4000

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AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« on: October 04, 2019, 10:32:37 pm »

Release notes here.

Oh good grief this one is huge. From one day's work, too. Let's get down to it!

The Title Feature: Commanding From The Galaxy Map

Okay, so a funny thing happened when I added fleets to the game a few months ago: people started expecting to be able to select them on the galaxy map. It was a completely natural thing to expect, but it wasn't something I'd ever thought of, and the first game certainly didn't work like that (ships didn't even appear on the galaxy map).

I also didn't realize for a while how crippling it felt not to have this ability. To be able to SEE those fleets of yours, but then you click them and it just does... nothing. The galaxy map had always been for information, and generally the ships shown there were for enemy structures you might consider capturing. What was to interact with? Until fleets.

So, yes: now we have the ability to select fleets, drag a band-box around them, use alt and shift for subtractive and additive selection, and so on. This all pairs nicely with the cross-planet move orders stuff that Badger has done more recently.

You can't issue direct attack or assist orders from the galaxy map at the moment, and I'm not sure I want to add that. Generally the things shown are your own fleets and then enemy capturables; rarely something of an enemy that you'd want to directly attack. Even if it is something you'd directly attack, it's usually something defended by a bunch of other stuff you should deal with first rather than charging directly at.

What you can do is select stuff with ease from the galaxy map, and then click over to a planet (double click takes you in), and then right-click to move to a specific spot on the planet or give an attack order there. OR you can select stuff on the galaxy map, and give them move orders at a planetary level from there.

Will we need more refinement on this? Almost certainly. I imagine there are various modifiers and conveniences people will be looking for. But this is a huge step up already, so we'll slot those other things in as we have time. I'm mostly probably going to be gunning for the sidebar and for achievements, next, personally.

Galaxy Map Visuals

It's not quite an overhaul, per se... but everything feels very different now. You can see more ship icons at each planet, but they aren't as large and in the way. Planets themselves are smaller. There are dotted lines between enemy planets and your planets where they can't attack you via wormholes (wow this feels amazing to see).

The way planets are selected looks better, and their text is positioned and sized better. You can see selected fleets on the galaxy map even if you didn't select them directly here. You can see what kind of command stations you've built on each planet at a glance based on the planet icon.

The intel tab highlights just the specific relevant planet for the thing you might want to capture or hack, not ALL the things of its type. You can hover over the planet/local/ships tab icons again and highlight which planets have THOSE things.

Oh, yeah: and the galaxy map stays where you put it. Zoom and positioning and so on, as you move between planets, rather than recentering you over and over again. Wow that one feels huge, too.

Hey, We Have Four Tutorials Now!

I actually feel like this is a big disservice that I'm only getting to this at this point in the release notes. This is huge news! We do have more tutorials needed, and the last two of these in particular are hot off the presses and Puffin was feeling as tired as I am I think, so please be understanding of that and helpful in your feedback.

But boy, this is such a huge relief to me, personally, to have some solid tutorials in there again. We've had the written "How to Play" bits, but some people just want the interactive stuff. I get that, so now we have both. Video tutorials will come soon, but I've kinda lost my voice at the moment and I'd rather have all the new GUI improvements and general quality of life improvements in there.

I really have to say, enormous thanks to Puffin on this.

Badger took the hit the first time around and did the very big long tutorial that was available at the start of Early Access. And it was good! People seemed to really like it. But then I went and Changed Everything (tm) with fleets and so on, and the tutorial that he made just became about 80% obsolete.

This time around, Puffin has stepped up and saved my bacon and is doing a series of smaller bite-size tutorials on the same general subjects, but in the new mechanical framework of the game. Back when Badger added the first one, we could only HAVE one tutorial, so he had to make his big and cover all the stuff. But from a design standpoint, we decided this time around it made much more sense to have smaller bite-size ones on specific topics so that people could skip the bits they already understand, or don't want to learn about right now... or revisit some specific topic they forgot, as the case may be.

Thanks to Puffin, I'm able to work on all these things like the galaxy map improvements while he's doing those tutorials. And frankly, I'm not the best one for explaining the game since I know it so well and tend to be either too detailed or not detailed enough. I did the tutorials for the first game -- AI War Classic -- and everyone has been raving about how much better Badger's ones were for AI War 2. This makes sense to me, but has tended to add to my anxiety when trying to do tutorials myself. Not that I wouldn't have done them... but boy it has been a huge relief to have someone else do that so that I could focus on concrete polish stuff.

Bugfixes, Balance, and UI Improvements!

There's a hefty number of these, too! Badger and Asteroid and I have been busy, and WeaponMaster has pointed out several things for this one after sifting through code, too.

The strength/weakness code gives a more succinct and readable result now, and more changes are planned -- thanks Asteroid! Decollision has had a few things fixed up, thanks to items WeaponMaster found. NRSirLimbo made some excellent suggestions that led to Badger finding some substantial bugs in the metal tracking code, and that also lets you view metal flows while paused.

And... a bunch of other little stuff. This release was nuts. I'm really happy with where the game is getting to. Puffin also did a bunch of internal achievements work that isn't visible yet because I have yet to do the UI for it, but that was also a big win. I'm heading off for the weekend, now, so hopefully folks enjoy!

Repeat Notice: Tutorial and Scenario Designers Wanted!

We're going to be working on our own tutorials based on this system, but I'd definitely love to see a really robust number of scenarios from other folks, too.

Everybody has a different perspective, and maybe you want to teach some specific tactic or even set up kind of a small contained puzzle-like challenge cage-match with 5 planets against the dark spire and nanocaust with a quest you design with unusual victory conditions.

I think that sort of thing is just super fun, and it's a way to play the game in a more bite-sized fashion. Some of those sorts of things aren't even really tutorials, they're more advanced challenges or puzzles.

But anyway, the tutorials system is a pretty robust framework that allows for all sorts of different scenario designs that I'd love to see people really lean into. I've been explicitly trying to make this as easy as possible for non-coders to do -- all you need is a text editor -- and the idea of seeing what creative things people come up with to both teach and test players is exciting.

It's more or less the same idea behind modding, where people add various map types or ship types or whatever else, except this time it's custom scenarios for teaching or testing.

Back Monday!

More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris

Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline kasnavada

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #1 on: October 05, 2019, 02:14:53 am »
Quote
The Title Feature: Commanding From The Galaxy Map

 :D :D :D :D :D :D :D ;D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D

Offline I-KP

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #2 on: October 05, 2019, 07:16:12 am »
As a GSG fanatic maps make me happy. Maps that have functionality make me even happier. :)

Some observations (some as a result of this latest change, some not):-

* Flagship stack number has been replaced by its hotkey. I don't like this change. The stack size number was a quick, no-click/no-hover way of seeing if your flagship is transporting its fleet fully loaded. Far too often I found that I'd moved the flagship without its fleet (a problem mostly born out of the awkwardness of fleet selection) and not seeing the stack size indicator was a quick way of noticing that I'd forgotten to load up before moving. I don't use hotkeys all that often and seeing them _EVERYWHERE_ is completely wasted on me; doubly so as the number they've replaced did have value for me. Bring back the Stack number and leave the fleet hotkey number on the Fleets tab and the Galaxy map.

* Colour choice between the factions isn't distinct enough. For example, AI one is Orange-Red and AI 2 is Red-Orange. For my eyes, I can't really tell the difference unless they're side-by-side. (Playing the Quick Start campaigns.)

* The colour of planet names, Strength numbers, and the icons, are exactly the same shade as the wormhole lines. Now that everything has 'shrunk' it all tends to blur together. Consider reducing the alpha of all wormhole lines to 50%.

* I'm unsure what the colour of wormhole lines indicate. Like-for-like faction planets use the faction colour for the wormhole line, it seems. Blue lines indicate connections between different faction planets? With the Red-Orange and Orange-Red AI faction lines it's not easy to tell.

* Galaxy map Strength numbers seem to get quite confused. When you've got more than two factions active on a planet the numbers get confused and the colour of the numbers seems to go awry. (Sometimes important Galaxy map numbers are lost, i.e., hostile presence Strength numbers not showing.) The only way to get accurate numbers is via Planet tooltip. Only being able to show four numbers on the Galaxy map planet overlay seems to be the issue here. Consider aggregating Galaxy map numbers to simply 'Allied', 'Hostile' and maybe 'Threat', and leave the Planet tooltip to show how those aggregates break down in detail. (I know it kind-of does do this already to some degree but in order to find out how the display is changing on the fly you still have to hover-over for enlightenment, so why not standardise the map display into aggregates and leave the tooltip to show the detail.)


Top changes recently, though. Keep it up!
« Last Edit: October 05, 2019, 08:41:54 am by I-KP »
Atmospheric & Lithospheric Reticulator,
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Offline RocketAssistedPuffin

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #3 on: October 05, 2019, 07:44:52 am »
* Flagship stack number has been replaced by its hotkey. I don't like this change. The stack size number was a quick, no-click/no-hover way of seeing if your flagship is transporting its fleet fully loaded. Far too often I found that I'd moved the flagship without its fleet (a problem mostly born out of the awkwardness of fleet selection) and not seeing the stack size indicator was a quick way of noticing that I'd forgotten to load up before moving. I don't use hotkeys all that often and seeing them _EVERYWHERE_ is completely wasted on me; doubly so as the number they've replaced did have value for me. Bring back the Stack number and leave the fleet hotkey number on the Fleets tab and the Galaxy map.

There's still an indicator for if it's loaded at least. Pictures of it attached. It's just a circle at the bottom, still visible with the hotkey number. Doesn't work if the thing has Drones on board though.

* I'm unsure what the colour of wormhole lines indicate. Like-for-like faction planets use the faction colour for the wormhole line, it seems. Blue lines indicate connections between different faction planets? With the Red-Orange and Orange-Red AI faction lines it's not easy to tell.

From a tip Badger added already:

""You may observe in the game that the links between different wormholes can be different colours, and this is based on whoever controls the planets at either end of the link.

If either planet is neutral then the link is coloured grey.

If both ends of the link are owned by the same faction then the link is the colour of that faction.

If both ends of the link are owned by friendly factions then the link is Blue.

If the ends are owned by factions hostile to eachother the link is Red.""

* Colour choice between the factions isn't distinct enough. For example, AI one is Orange-Red and AI 2 is Red-Orange. For my eyes, I can't really tell the difference unless they're side-by-side. (Playing the Quick Start campaigns.)

Found a better red I think (I am colourblind a bit, I just went with the same red Chris had originally). I'll swap it out sometime. That might be confusing with the hostile wormhole line though...
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Offline I-KP

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #4 on: October 05, 2019, 08:06:13 am »
Yes, I noticed the little circle thing under the icon. This is still a retrograde move, IMHO. Firstly, the little circle is hard to notice. It's even harder to notice when it's almost entirely obscured by the hotkey number. Secondly, the circle is shown when 'anything' is being transported, which is of no use when ensuring, at a glance, that the flagship is transporting the entire fleet. The bold, white Stack number was far easier to read in all cases.

Good shout re the tooltip on the link lines. Not sure showing Red is of much use when Factions can be red (or Red-Orange, or Orange-Red). Confuses the issue somewhat.

---


* I've also just noticed that fleet Load command still only works for ships present on the same planet. Assets on another planet ignore the Load command, even when issued from the Galaxy map. Furthermore, ships that start to respect the Load order give up when the fleet ship they're trying to board leaves the system; they don't follow the flagship through the wormhole.
« Last Edit: October 05, 2019, 11:09:44 am by I-KP »
Atmospheric & Lithospheric Reticulator,
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Offline kmunoz

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #5 on: October 05, 2019, 10:40:12 am »
And me, being a ding-dong, never noticed the stack number before, so I didn't miss it.

But what *would* be nice is some indication of load/unload on the galaxy map. Not sure if that's just too much information to display easily, though. It's getting a bit crowded up there.

Offline Asteroid

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #6 on: October 05, 2019, 04:53:02 pm »

I like the added functionality - selecting from the galaxy map is awesome! Unfortunately on the other hand I feel that looks-wise having everything shrunk like this is a massive regression. Icons are extremely blurry because they're not drawn for being displayed so small - at that scale you need pixel-perfect icons not downscaled ones. It's also hard to see the station symbols on each planet. Icons also stay extremely tiny even if you zoom in to try and get a better look at them, at which point it just looks silly because there's so much free space that's not being used to display information.

The map was perfectly functional before, targets were appropriately sized to interact with them and the space was used efficiently to give you clear information. The map was not too "cluttered" as some people have been pretending, since which icon matched which planet was always crystal-clear. Why fix what's not broken? It makes me really disheartened about the direction the game is going to see changes done haphazardly like this, after criticism that was mostly based on prejudiced comparisons like "it looks like a mobile game".

If you look at other successful strategy games like Crusader Kings, Stellaris, Endless Legend, Civilization, the map is always pretty busy. It's normal! It just feels like some people exclusively played AI War I and want to get the featureless spiderweb look back. How about respectfully ignoring them in the name of having a map on the level of other good games?

I understand that everyone has their tastes and that my opinion isn't the be all-end-all. This said, I really think that @x4000 is listening too much to fringe opinions which will hurt the game overall, as far as most players are concerned.

Offline BadgerBadger

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #7 on: October 05, 2019, 05:52:42 pm »
My personal beef is that I really don't like the fact that the Planet Selection Circle is blinking. It wasn't hard to see the circle before, and now it's just distracting.

Offline kmunoz

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #8 on: October 05, 2019, 10:01:19 pm »
as far as most players are concerned.

Well, we don't really know what most players will prefer - they don't post here. I suspect they're somewhere in between me (filthy casual dying at Diff 4) and the grognards who can handle Diff 8+. Which is to say, their opinions are probably not well represented here on the forum, because the forum commenters consist mainly of relatively hard core AI War gamers and one ding-dong (me).
« Last Edit: October 05, 2019, 10:12:41 pm by kmunoz »

Offline ArnaudB

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #9 on: October 06, 2019, 02:31:58 pm »
Flagship stack number has been replaced by its hotkey. I don't like this change. The stack size number was a quick, no-click/no-hover way of seeing if your flagship is transporting its fleet fully loaded. Far too often I found that I'd moved the flagship without its fleet (a problem mostly born out of the awkwardness of fleet selection) and not seeing the stack size indicator was a quick way of noticing that I'd forgotten to load up before moving. I don't use hotkeys all that often and seeing them _EVERYWHERE_ is completely wasted on me; doubly so as the number they've replaced did have value for me. Bring back the Stack number and leave the fleet hotkey number on the Fleets tab and the Galaxy map.
What stack are you talking about? Do you have a screenshot by chance, I don't remember seeing that stack in the previous version.

On seeing the hotkeys, it's about figuring out which fleet is where, not showing you the hotkeys. I don't understand how it's wasted? Don't you lose seconds remembering which fleet is where in hours-long games?

Quote
* Colour choice between the factions isn't distinct enough. For example, AI one is Orange-Red and AI 2 is Red-Orange. For my eyes, I can't really tell the difference unless they're side-by-side. (Playing the Quick Start campaigns.)
That's an issue I agree with. I just finished a number of the basic and moderate scenario and it was a persistent issue. I couldn't distinguish between the two AI sentinels, either by color or name.

Quote
* Galaxy map Strength numbers seem to get quite confused. When you've got more than two factions active on a planet the numbers get confused and the colour of the numbers seems to go awry. (Sometimes important Galaxy map numbers are lost, i.e., hostile presence Strength numbers not showing.) The only way to get accurate numbers is via Planet tooltip. Only being able to show four numbers on the Galaxy map planet overlay seems to be the issue here. Consider aggregating Galaxy map numbers to simply 'Allied', 'Hostile' and maybe 'Threat', and leave the Planet tooltip to show how those aggregates break down in detail. (I know it kind-of does do this already to some degree but in order to find out how the display is changing on the fly you still have to hover-over for enlightenment, so why not standardise the map display into aggregates and leave the tooltip to show the detail.)
I'd like to add a note about Devourer golem. It kept showing up as 380 Strength in my planets-threat and it got pretty annoying to check the map, only to find out it wasn't an AI assault. I'd like if it didn't show up as an invader, or at least only if it shows up where you have a flagship on the same planet (thus have ships to lose).

@kmunoz very much as a point that "mos

On Asteroid message:

I like the added functionality - selecting from the galaxy map is awesome! Unfortunately on the other hand I feel that looks-wise having everything shrunk like this is a massive regression. Icons are extremely blurry because they're not drawn for being displayed so small - at that scale you need pixel-perfect icons not downscaled ones. It's also hard to see the station symbols on each planet. Icons also stay extremely tiny even if you zoom in to try and get a better look at them, at which point it just looks silly because there's so much free space that's not being used to display information.

The map was perfectly functional before, targets were appropriately sized to interact with them and the space was used efficiently to give you clear information. The map was not too "cluttered" as some people have been pretending, since which icon matched which planet was always crystal-clear. Why fix what's not broken? It makes me really disheartened about the direction the game is going to see changes done haphazardly like this, after criticism that was mostly based on prejudiced comparisons like "it looks like a mobile game".

If you look at other successful strategy games like Crusader Kings, Stellaris, Endless Legend, Civilization, the map is always pretty busy. It's normal! It just feels like some people exclusively played AI War I and want to get the featureless spiderweb look back. How about respectfully ignoring them in the name of having a map on the level of other good games?

I understand that everyone has their tastes and that my opinion isn't the be all-end-all. This said, I really think that @x4000 is listening too much to fringe opinions which will hurt the game overall, as far as most players are concerned.
I do hope you realize this sound really condescend, like you are representing "most players" opinions rather than sharing your own. @kmunoz pretty much expressed the problem that this forum doesn't represent the majority of players' opinion. There isn't enough traffic for that.

I didn't feel the problems with the icons, and I felt late-game was much clearer when you end up doing massive assaults with 11+ fleets around the same area. I do agree that planet icons are a bit hard to distinguish at a distance. Though whenever I wanted to swap logistical for economical ones, I just zoomed in after picking spots at max zoom and checked out which was which.

I disagree that the map was "perfectly functional". Clusters maps in particular were horrible to read. It's considerably easier to parse information in the new format. A good mousewheel to manage zoom is however mandatory (I'd recommend increasing the zoom-speed per mousewheel in the game's options, as I have done, it makes it much easier).

I also wouldn't use turn-based games that offer list of events every turn and are known to have complicated interface as a basis for a real-time game. I also really protest proposing following entire games ideas, that have been built by entire teams of people with the upsides and downsides, for an indie team without that kind of manpower. I really prefer AI war playstyle to those too, both because the gameplay feel much more vivid and because the AI isn't braindead.

Offline Asteroid

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #10 on: October 06, 2019, 04:31:06 pm »
I do hope you realize this sound really condescend, like you are representing "most players" opinions rather than sharing your own. @kmunoz pretty much expressed the problem that this forum doesn't represent the majority of players' opinion. There isn't enough traffic for that.
You're putting words in my mouth. The reasoning I put forward was that games that have strategic maps typically have a lot of info packed on them, and that those games have vast, happy player bases. Therefore it's safer to follow those examples than to try to blindly experiment. Doesn't matter if they are turn-based or real-time, AI War is more similar to a 4X than an RTS in its overall pace.

In particular I challenge you to find a popular game with a strategic map where icons are that tiny and blurry. People should realize this is not gonna have a positive outcome on reviews and on the game's ultimate success, and if I'm "condescending" for pointing this out, so be it.

Quote
I disagree that the map was "perfectly functional". Clusters maps in particular were horrible to read. It's considerably easier to parse information in the new format.
I'm playing on a cluster map and I found the map perfectly functional before the icon nerf. Zooming doesn't help at all with the new settings, icons are just as tiny when fully zoomed in. In fact when zoomed in there is an incredible amount of wasted space.

This said I'm now realizing that players who complain about clutter are those that turn planet names on in the options. While I think Chris and us volunteers who code should focus first on making the default view be awesome before trying to satisfy every combination of settings people might be using, there might be some immediate solutions to help with this, such as giving a background to planet names (like city name backgrounds in Civ). Currently they tend to blend in with planet links, making them hard to read.

Offline RocketAssistedPuffin

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #11 on: October 06, 2019, 05:37:29 pm »
Bit tricky to find a suitable colour for the second AI, that isn't red or blue, isn't able to be confused with them plus orange and white, is readable on tooltips and doesn't overlap with any faction. One thing that seems to occur is for most of the colours, their planet name and wormhole links are paler for an unknown reason.

This colour is so far the only one that fulfills every criteria. If it's good enough I'll swap the Quick Starts with 2 AIs over to it for the second, red AI.
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Offline kmunoz

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #12 on: October 06, 2019, 05:43:40 pm »
I definitely agree that the current iteration has icons that are too small and blurry. I think that they could be scaled up to be halfway between now and before and they'd be in the right zone. I think the names are almost the right size now - though perhaps a good compromise would be to have the names that are on by default be larger, and the ones that are normally off by default be the new smaller size (when they're turned on either by settings or by hotkey). So the ones the game wants you to focus on (namely the ones that the game never lets you turn off) are more prominent, but there's no clutter interference when all names are visible.

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giving a background to planet names

I think that would actually be a fantastic idea. A boilerplate or frame of some kind.

Offline ArnaudB

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Re: AI War 2 v0.897 Released! "Commanding From The Galaxy Map"
« Reply #13 on: October 07, 2019, 04:09:29 am »
You're putting words in my mouth. The reasoning I put forward was that games that have strategic maps typically have a lot of info packed on them, and that those games have vast, happy player bases. Therefore it's safer to follow those examples than to try to blindly experiment. Doesn't matter if they are turn-based or real-time, AI War is more similar to a 4X than an RTS in its overall pace.

In particular I challenge you to find a popular game with a strategic map where icons are that tiny and blurry. People should realize this is not gonna have a positive outcome on reviews and on the game's ultimate success, and if I'm "condescending" for pointing this out, so be it.
Using the words challenge doesn't make you sound less condescending. But anyway, it's better to compare Ai War 2 with RTS because information isn't given the same way in real-time games and turn-based. Notably blinking.

The planet you have selected being distracting means it's noticeable. You could have been far more polite by saying you were personally distracted by it, then asking either for the old behavior back, or for a toggle in the option.

Are the icons too small? Probably, as they don't scale well with zooms. You could have offered alternatives, proposing that they either scale with zooms, that they be 1.5, 2.0 times bigger or at least some useful value to the Devs to try out, or for a slider in the options. Better be constructive than destructive.
Devourer golem and Dyson spheres in particular are easy to confuse.

Ashes of the Singularity is quite popular I'm told. I prefer Infested Planets to compare with AI War 2 because the active pause and design feel more similar, if operating at different scales.

Quote
This said I'm now realizing that players who complain about clutter are those that turn planet names on in the options. While I think Chris and us volunteers who code should focus first on making the default view be awesome before trying to satisfy every combination of settings people might be using, there might be some immediate solutions to help with this, such as giving a background to planet names (like city name backgrounds in Civ). Currently they tend to blend in with planet links, making them hard to read.
That's false for me, I just hold the hotkeys to make it appear when I need it.

Bit tricky to find a suitable colour for the second AI, that isn't red or blue, isn't able to be confused with them plus orange and white, is readable on tooltips and doesn't overlap with any faction. One thing that seems to occur is for most of the colours, their planet name and wormhole links are paler for an unknown reason.

This colour is so far the only one that fulfills every criteria. If it's good enough I'll swap the Quick Starts with 2 AIs over to it for the second, red AI.
Could we swap the color in game so that we could adjust it if we feel confused, at least in singleplayer?

For the scenarios at least, double AI could be given visibly different colors, as there are a numbers of factions that won't show up. In particular I found the Civil War scenario confusing because it's difficult to tell which AI is which, both within planets and on the galaxy map.

What about differenciating their names too? Either with a number "AI Sentinels (1)" or "First AI Sentinels", or differenciate both AI with: "AI Sentinels" and "Sentinels AI".