Contextual Menus?

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Sangel
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Contextual Menus?

Post by Sangel »

Currently, whatever square you right-click on offers the same menu, including both Recruit and Recall, even if the square isn't a castle square you can recruit into.

Is it possible the menu code could be modified so that Recruit and Recall only are offered where they logically make sense? We could also add other features this way, like right-clicking on an enemy unit and select "calculate damages" or somesuch.
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry
enki
Posts: 60
Joined: December 28th, 2003, 8:04 pm
Location: Linköping, Sweden

Post by enki »

Yeah, I think the context menu should only contain Recruit and Recall if you click on an empty castle hex. The "random placement" recruit/recall could be reached from the normal menu. This would make in much more intuitive IMHO.

I strongly believe that context menus should be just that, i.e. they should depend on the context of where you click. They should provide actions that can be performed on that you just clicked. If you want to perform an action without having to open the general menu, the hotkeys are more suitable for this than the context menu.

Thats my two cents anyway....
Combatjuan
Posts: 69
Joined: April 1st, 2004, 11:05 pm
Location: Lincoln, Nebraska, United States

Post by Combatjuan »

Agreed. It'd just be more intuitive.

Sometimes I recruit a unit thinking that I was clicking on a particular castle square, but really I was just clicking on the grassland next to it. It's obnoxious to recruit pieces when you'd rather have them elsewhere.
"For to me, to live is Christ and to die is gain." - Phil. 1:21
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