Hex based Map - Can we Have Hex Outline for Inclusion Range

So you have a hex based map - why on earth would you then use Circles to show whats within range or not

And to top it off you then draw the circles so light they are barely visible

And then - because the resources disappear when you zoom in - it all becomes pointless

Is this in range - who can tell

  • Windows 10 (fully up to date)
  • iMac (Retina 5K, 27-inch, 2020)
  • 3.8 GHz 8-Core Intel Core i7
  • AMD Radeon Pro 5700 8 GB (drivers fully up to date)

Doesnt matter if using latest Live or Test branches

Doesnt matter what resolution or UI scaling combination

Doesnt matter if in Parallels or Boot Camp

 

48,101 views 19 replies
Reply #1 Top

I second this request. While the circle may be more eye pleasing, the hex outline is more precise.

Reply #2 Top

The range circle is fine imo but it does need to do a better job of indicating which hexes on the edge of it are in range. Maybe highlight the hexes from the edge of range circle to the center in some cool fancy way.

Also 77a hides grid at close zoom which doesn't help but there is fix for this in another forum post.

Reply #3 Top

Quoting xtombo, reply 2

The range circle is fine imo but it does need to do a better job of indicating which hexes on the edge of it are in range. Maybe highlight the hexes from the edge of range circle to the center in some cool fancy way.

Also 77a hides grid at close zoom which doesn't help but there is fix for this in another forum post.

yes thats what a hex outline would show

the circle is abysmal

you cannot clearly determine which hex is in and which is out

this is another example of style over substance

Reply #4 Top

Another issue: hexes outside of control zones and no nebula in the background

Edit: This occurs with a brightness of 40%. I reduced brightness to do something against those flashy backgrounds ;) I check background after loading. If it is one with a lot of purple I reload. Other backgrounds with a lot of blue and black and just a little bit of purple I do like.

 

Reply #5 Top

Another example of why using Circles on a Hex map is beyond stupid (seriously whoever thought of this shouldnt be involved in UI design ever - whoever signed off on this should be fired)

Both the lower Thilium and the Durantium are inside the circle are they not - nope - wrong - starbase is only mining the Thilium next to it

Worst UI decision ever

Forget the Style over Substance - give us something the clearly informs us

Reply #6 Top

I'll bring this up.

Reply #7 Top

Yeah, they should definitely drop the circle and highlight the hex exterior border.

Reply #8 Top

If we are looking for fan votes, I'm in for this one.  Circles are just crap for exploring the hex-based universe.

Reply #9 Top

I agree that something needs to be done about this.

If the circle is here to stay, another solution would be to highlight the resources that will fall in the star base influence when moving your construction ship around.

Reply #10 Top

agreed, the circles and "smooth curves" can be very inaccurate.

Reply #11 Top

We are going to make two changes:

1. We are changing the circle logic to be more accurate.

2. We are going to draw the collection lines you see from starbases collecting resources when the ship is still in the constructor stage (so you can see what resources it would collect if you places a starbase there).

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Reply #12 Top

That's awesome Derek, thanks!

Reply #13 Top

Quoting DerekPaxton, reply 11

1. We are changing the circle logic to be more accurate.

It is still important to see what the line is because of the upgrade that increases starbase range by 2. I need to be able to tell if other resources will get grabbed if I upgrade.

It looks like the rule is that starbase range is 10 by default. If you're not going shade to show this range, I say get rid of the circle and just make the players count hexes.

Reply #14 Top

Quoting DerekPaxton, reply 11

We are going to make two changes:

1. We are changing the circle logic to be more accurate.

2. We are going to draw the collection lines you see from starbases collecting resources when the ship is still in the constructor stage (so you can see what resources it would collect if you places a starbase there).

sounds great, thank you!

Reply #15 Top

Quoting DerekPaxton, reply 11

We are going to make two changes:

1. We are changing the circle logic to be more accurate.

2. We are going to draw the collection lines you see from starbases collecting resources when the ship is still in the constructor stage (so you can see what resources it would collect if you places a starbase there).

Can you make the line for the range circle more obvious?  It can be hard to see at times.

Reply #16 Top

Why are you so wedded to the circles

They are a stupid design decision on a hex map (clearly someone thought is a great idea and they are refusing to admit their mistake and  back down - why is style being prioritised over substance - just get rid of the circles)

Just give us a shaded area that clearly shows which Hexes are included and which arent and also lets us know the extent of the range so we can clearly tell what else will be included if when we can extend the range

Make the game easy to play and easy to understand what is happening with the simplest UI/UX possible - not some tacked on solution to solve an issue that should never have occurred in the first place because of idiotic design decisions

 

 

 

Reply #17 Top

I don't like the circle (as currently implemented) either. Its not clear what you will affect and control.

In galciv 2, every square the starbase circle covered even slightly was affected by the starbase.

In galciv 3, the area of effect was very clear as to what hexes were affected. The default range was 5 hexes away from the core.

Please make changes to galciv 4 so its clear what area the starbase will affect and control.

Reply #18 Top

Another vote for removing the circle.  It makes no sense.  The map is a hex map, and the circle forces me to count hexes (though I've gotten better at eyeballing it by now).  And the hexes disappear at close zoom, which should be a player choice.  Some of us like zooming in for hexes (and so long as G continues to work, we can turn it on and off ourselves).

 

It looks nice, but for gameplay, it is sorely inadequate.

Reply #19 Top

Wow, can’t wait for what Derek said to show up πŸ‘πŸ‘πŸ‘