pd wrote:
As it is, it's extremely misleading and frustrating(choosing a colony ship[2-3 clicks], just to find out that inferno worlds, asteroids belts and gas giants aren't suitable, even though there was a prompt to "select a colony ship to colonize").
I don't really like having the prompt there, but the multi-window multi-click process now required for colonization seemed like it was a bit much to expect players to work out without some prompting.
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The player isn't stupid and will be able to remember which of his species prefers what kind of planet type. In my opinion he doesn't need such a prompt, especially after the first couple of turns.
The current text can be replaced with some tutorial hints / popups at some point, which would be turned off after the initial viewing.
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We could also do something like this: A dropdown selection for the habitability indication.

This might also be helpful in evaluating a system from the enemy's point of view.
Having a filter like that was sort of my original plan... I was going to have a droplist of species next to the colonize button to pick which species to colonize with, and then use that select to estimate populations after the planet would be colonized. This didn't really work though, as it's still necessary to pick a particular colony ship to colonize with, which is why we have the current system of picking a colony ship to also pick the species.
Having a droplist might still be a bit confusing though, as you might have cases where the ship being used to colonize has a different species from the one selected to predict colony populations with... So the droplist-selected predictions would need to be shown only when a colony ship isn't selected. And it might still seem like the colonization process would be to select a species in the droplist, and then click to colonize with that species, when it's really select a colony ship and click to colonize with that ship's species...