I wouldn't call it intuitive, maybe understandable. If i see an x i instantly know what's meant. Otherwise i have to think: 'how can i remove an entry'.
It's intuitive in the sense that you visually pick up and drop the tech to where you want it: onto or off of the queue, or to a new place on the queue. Since we already drag-drop to move it within the queue, it makes "intuitive" sense to extend this functionality for enqueuing and dequeuing... And if you used the drag-drop method to enqueue, then similarly drag-dropping to dequeue would be even more intuitive...
Note that if you add the ability to drag onto the queue, it should be possible to drag onto a specific place in the queue, not just to the bottom like the current enqueue method...
BTW, removing an tech which already got rps make no sense at all. Rather than delete it from the queue it should be move to the end.
The only difference is to avoid clutter... If you leave stuff on the queue that you don't want, it gets in the way. Every time you enqueue something, it goes at the *end* of the queue... if you've got a queue full of partly completed projects you don't care about, then you've got to scroll down the queue, find the thing you want, and repeatedly drag-drop and scoll the queue in order to get the new thing up to the top. Also, keep in mind that removing from the queue doesn't loose any progress you've made on something.
And about those button, to be honest i would like more buttons "delete", "move on top" , "move to end" (one up and one down)
We could add those, but we wouldn't have space for a copy of each button for each tech on the queue... we could have a general set of buttons at the top that apply to whatever tech is highlighted on the queue. I'd have no objection to that... and it wouldn't have as much problems with accidental clicks...
...we could add a little trash can icon somewhere
The whole tree view isn't good enough? We could change the mouse cursor according to context while drag / dropping...
btw, i've got a question about those other categories like weapons, ships and stuff. can't they simply go into contruction(for instance)? i mean, we have those 5 global categories, where basicly everything could be sorted in.
That was never the plan, and the categories aren't layed out to support such a thing... The current categories were for mostly planetary development and resource production and realted stuff, and some generic learning things. The ships and diplomacy and various other sub-games really need their own categories...
Currently I believe you can drag techs in and out.
You cannot do either of these... hence my repeated suggestion that they capacity be added.
@tyreth/geoff: How old are you that you are concerned about accidently clicking a small button with your shaking hands?
The point is that I shouldn't have to worry about accidentally clicking the button at all... I should be able to use a broad inaccurate gesture to grab and move the tech box around. If there's a little button, I have to either a) carefully click on it to do what the button does, and b) carefully avoid it to do something else. It's not that I'm incapable, it's that I shouldn't have to spend any time being any more careful in my gesture than is necessary. Lots of little buttons also add clutter and take up valuable screen space.
i didn't know about the double-click to remove - sounds good.
however, clicking a X is much more obvious procedure to remove something.
I agree... though given what I feel are problems with the X's, that doubleclicking recentres the tree view on the removed tech (which is probably exactly the one place you don't want the tree view after removing a particular tech), and that drag-and-drop is already used for reordering queued techs, I suggested drag-and-drop for enqueuing and dequeuing as well...