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 Post subject: Requests!
PostPosted: 19 Apr 2009, 01:11 
Zero-K Developer
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Joined: 10 Sep 2008, 02:11
Location: In search for TheTruth (TM)
What would you like to see more in CA?

This is not:
- A bug report thread
- A flamewar thread.
- A massive idea proposal thread (that deserves its own separate thread :wink: )

This is:
- A "bug MK for a new model for unit X" thread.
- A thread for your smaller idea proposals.
- A "I saw unit X used and it was awesome! can we have more gameplay dynamics like that?" thread.

now, post! :P


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 Post subject: Re: Requests!
PostPosted: 19 Apr 2009, 01:17 

Joined: 18 Aug 2007, 18:04
Bombers that can be controlled after they drop their bombs.


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 Post subject: Re: Requests!
PostPosted: 19 Apr 2009, 01:22 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
over the board reduction in how much damage units/turrets do.
less protruding visual effects.
complete removal of the making metal out of energy system(no metal makers and no overdrive).
only make e when you need e and figure out a different way of getting more resource income with time...
ideas about new and simple eco system.
#1:allow to upgrade mexes for great benefit but also power consumption.
#2:allow commanders to have extensive eco upgrades.


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 Post subject: Re: Requests!
PostPosted: 19 Apr 2009, 01:25 
Redacted
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Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
Gota wrote:
#1:allow to upgrade mexes for great benefit but also power consumption.
That's called making metal out of energy.


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 Post subject: Re: Requests!
PostPosted: 19 Apr 2009, 01:51 
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Joined: 12 Oct 2007, 08:24
Regret wrote:
Bombers that can be controlled after they drop their bombs.
+1

This is really annoying and I opposed it from the start.


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 Post subject: The thread iss aliiive!
PostPosted: 19 Apr 2009, 03:03 
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@Bombers: Why isn't it possible now? Lua issues? Odd philosophy?


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 Post subject: Re: Requests!
PostPosted: 19 Apr 2009, 05:16 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
It is possible .. so answer is lazyness!


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 Post subject: Re: Requests!
PostPosted: 19 Apr 2009, 13:07 
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Joined: 08 Dec 2007, 17:39
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MidKnight wrote:
What would you like to see more in CA?


Players.


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 Post subject: Re: Requests!
PostPosted: 19 Apr 2009, 22:26 
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lurker wrote:
Gota wrote:
#1:allow to upgrade mexes for great benefit but also power consumption.
That's called making metal out of energy.


yeah it will cost e to upgrade them but5 after wards they wont function as metal makers...they can take a bit of e per tick for the sake of "realism" but not amounts that would matter,like t1 mexes in BA.
and anyway u can only build one per metal spot.


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 Post subject: Re: Requests!
PostPosted: 20 Apr 2009, 07:05 

Joined: 23 Jun 2008, 23:57
Gota wrote:
yeah it will cost e to upgrade them but5 after wards they wont function as metal makers...they can take a bit of e per tick for the sake of "realism" but not amounts that would matter,like t1 mexes in BA.
and anyway u can only build one per metal spot.


Why have a large jump in economy? Whats wrong with the smooth growth curve of overdrive?


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 Post subject: Re: Requests!
PostPosted: 20 Apr 2009, 07:13 
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Joined: 12 Oct 2007, 08:24
Gota wrote:
lurker wrote:
Gota wrote:
#1:allow to upgrade mexes for great benefit but also power consumption.
That's called making metal out of energy.


yeah it will cost e to upgrade them but5 after wards they wont function as metal makers...they can take a bit of e per tick for the sake of "realism" but not amounts that would matter,like t1 mexes in BA.
and anyway u can only build one per metal spot.
This way E economy growth is the rate of rate of change in M income. That's too much exponentialness. With excess E creating extra M income the E is still raidable.


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 Post subject: Re: Requests!
PostPosted: 20 Apr 2009, 08:49 
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Joined: 21 Feb 2006, 14:09
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CA economy and overdrive is fine i dont see any reason to revert to an exponential system.

And no1 apart from gota really has any problems with overdrive


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 Post subject: Re: Requests!
PostPosted: 20 Apr 2009, 15:30 
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Joined: 30 Jun 2008, 23:08
Location: Germany
cut some widgets out (my ingame widget list in ca is a way tooooooo long)


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 Post subject: Re: Requests!
PostPosted: 20 Apr 2009, 16:20 
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manolo_ wrote:
cut some widgets out (my ingame widget list in ca is a way tooooooo long)

IceUI has a wonderful widget list that sorts the list by categories (and the list is resizeable of course). If IceUI hurts your FPS, request someone make a standalone widget list override.


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 Post subject: Re: Requests!
PostPosted: 21 Apr 2009, 23:23 
Redacted
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Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
Quote:
Re: Requests!
CarRepairer wrote:
request someone.
Yep.


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 Post subject: Re: Requests!
PostPosted: 22 Apr 2009, 16:00 
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Funny. Anyway, a new gui will be in the works, including a new widget list window (I'll do it if no one else wants to). So no need to request. Hurry jK, serve us some Chili!


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 Post subject: Re: Requests!
PostPosted: 22 Apr 2009, 16:07 
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Joined: 23 Oct 2004, 00:43
Is there a hotkey for the jump button? How do I bind one.

If there isn't, that's my request.

edit: this is more of an "idea" than a request... I think the Behemoth geo-capping is an underrated gameplay aspect. I'm sad that it was removed in the last version of CA - the "build behemoth anywhere" isn't as much fun.

Here's my thought instead:
1) You build a Geotherm Powerplant
2) Geotherm can morph into other buildings. Each building is equivalent value to Geotherm Powerplant, so morphing is only costing you time (thus preserving CA's unified resource concept). Obviously, all the Geotherm units would need to be rebalanced such that they are of equivalent value. This would be better if there were some other Geotherm units, though - the Behe and Prude really aren't enough to justify the complexity.


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 Post subject: Re: Requests!
PostPosted: 22 Apr 2009, 19:48 
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Pxtl wrote:
Is there a hotkey for the jump button? How do I bind one.

Did you already try to bind to "jump" ?

Pxtl wrote:
This would be better if there were some other Geotherm units, though - the Behe and Prude really aren't enough to justify the complexity.


There are! Poor Kettle gets no love. It's a geo that is currently using behemoth's model, but instead of plasma it has a high powered anti-raider steam weapon that behaves like flame weapons only stronger and with more range. While firing steam it doesn't produce energy. You can morph to it.


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 Post subject: Re: Requests!
PostPosted: 29 Apr 2009, 15:10 
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Joined: 28 Nov 2006, 13:22
unbind any+j mouse2

bind any+j jump

in uikeys.txt

This unbinds the little crosshair thing that makes you move the camera when you move the mouse from j (which you can access via middle mouse button anyway) and replaces it with jump.

This is hidden somewhere in this page: http://trac.caspring.org/wiki/CustomKeys


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 Post subject: Re: Requests!
PostPosted: 29 Apr 2009, 15:23 
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Joined: 23 Oct 2004, 00:43
Yeah, got it now. Found out that hacking the UIKeys.txt file in Vista/UAC is a huuuuuuuge pain in the ass. If you open it with vanilla notepad, you can't save. If you open it with Notepad++, it goes to the Virtualstore (which can be confusing when you want to edit it a second time).

You have to open Notepad as Admin, and then edit the uikeys.txt file, and make sure a Virtualstore version doesn't exist.

I'm tempted to whip up a key-configger program (my C++ is too rusty to contribute to SpringLobby).


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