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PostPosted: Sun Aug 12, 2012 4:05 pm 
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Space Floater

Joined: Thu Aug 09, 2012 8:15 am
Posts: 38
Here, this is a fix for small inconsistency: when a player selects in production window a system without colonized planets, previously selected planet remains selected even if it is in another system. With this patch no planet is always selected for such systems.

Edit: the patch is licensed under GPLv2 or later.


Attachments:
03-select-invalid-planet-if-no-suitable-found.patch [577 Bytes]
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Last edited by zhur on Sat Aug 25, 2012 7:14 pm, edited 1 time in total.
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PostPosted: Sun Aug 12, 2012 5:38 pm 
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Vacuum Dragon
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Joined: Sun Sep 25, 2011 2:51 pm
Posts: 500
Geoff the Medio wrote:
Having clicking or double-clicking a system do different things depending on not-necessarily-obvious details of the system doesn't seem like a good idea. A particular user action should have a consistent result, be that showing the system or opening the production screen to a system.

Even if a system doesn't have any valid production locations for an empire, there's no reason to make it impossible to view the system in the production screen, particularly if doing so means the same UI action would do one thing in some situations, do nothing in other situations, or do something else in yet other situations. This could be confusing for players.

This is a feature I really like in latest games in Civilization series. Clicking on your own city brings building screen. Clicking on other empire's city brings diplomacy screen. Completely different results follow seemingly same UI action... Unless you consider clicking your own asset and clicking an asset of another player separate UI actions. Context is clear in this example.

I'm not sure what is not clear in FreeOrion's example of double clicking systems. You either have colonies in a system, or you don't. If you don't know this much, you are a confused user anyway. ;)

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