#Copy paste queue civ 3 windows#
My idea is pretty simple: the interface doesn't constantly change windows so that players have to close them to go back to overviews. Ignoring the fact that for much of them it is the same skill progression, you've not actually removed any tedium in the game, because players would still have to go through all of this queuing. Let's say you even get this idea to work: you would still just have to do this pre-setting for every character in teh game, anyways.
You do all this and you won't be spending incredible amounts of time managing their skill points. Removing the tedium makes for faster selection and easier to understand the game context. IMO the better option is to just tweak the interface so that players managing characters isn't as tedious as it is now.
It also doesn't factor in the question of which skills need more points put in, if any. This means it will spend points in skills you may not want, and the entire time you may not notice. The problem is that the game will be programmed to spend the points for you- that's the entire point of your queue idea. What you say ignores the problem I addressed, anyways. I know what you are talking about, you don't need to repeat yourself. I'll try to make a screenshot to visualize what I am talking about. This would work much faster and still let players view the character's context on the fly without all the closing and opening of windows. I actually think a better idea might be to adjust the UI where you know which character you are viewing- as is, you just know the name and the type (Legendary/lord or hero), but unless you are constantly clicking back and forth you will forget he's the guy leading your first army in Naggaroth against Norsca stacks, not the guy sitting in Vampire coast keeping public order up.Ĭharacter Info panel should pop up over the campaign map area, but not the toolbar to the right, so that you can still utilize said toolbar to quickly browse characters and see/ edit their skilltrees. Of which just becomes inflexible because you might change your mind later on, only to have the game auto-spent the points already, as you told it to. The game can't do that sort of thinking for you, not unless it's a very complicated "insert number of points into said skill to indicate how much spent before going to next one" design put into it as well. Some skills I want level 3, whereas for others I only unlock them because I want a skill further down the line. Problem with queuing is that it is linear, and while tech research is (somewhat) linear, skill points certainly aren't.