Joined: 30 Jan 2005, 19:44 Location: Backwoods of New Hampshire
Sweet, glad you like it. The icon problem is one we've been fighting with for a while, and short of tripling all the unit sizes, I'm not really sure how to address it.
A lot of changes arriving next version, so for the three people who read this thread:
Planes! (recon, fighters, fighter-bombers, ground attack for all sides) - recon may be ordered from the HQ, while all others require the nation's command & control radar building.
Spawn'd bases (you begin the game with storage buildings, some AA, engineer, ect)
New game modes, borrowed from CA and KDR's controlVictory gadget. - now you can choose between deployment/traditional means of unit construction, and normal flag capping vs control victory/multi-domination for point scoring/game ending.
A fair few largish balance/gameplay tweaks:
Suppression radii for explosives halved across the board.
AT troops 25% cheaper
firing arcs on all towed guns reduced considerably.
Others that I'm forgetting now and will post later.
Maybe another suggestion here: I'll attach the morph gadget which I modified after lurker's advice. It lets you customize the text on a units morph button. I'd consider to use this in order to e.g. make it say like "mobile" or "pack" on the icons for mobilizing your deployed guns and with this I'd also replace all that standard buttons you've included in some units. That is for example the standard and not that much visible deploy button for MG gunners and especially the upgrade button for the tank depot (which lots of newbies don't spot at all)...
So in the end you don't just have a more precise text and a more striking button for e.g. upgrading but also when you do a selection and you've got some mobile guns and some deployed ones you now can immediately see which button to click in order to deploy or mobilize the units...
And another final addition: Imo it's strange that the deployed russian supply truck has that Russian name - I'd either change it back to English or give e.g. the German one a German name too (as it afaik has no special name)...
Attachments:
File comment: Use this to define the button text in the morph unit list: name = 'Deploy', unit_morph.zip [7.91 KiB]
Downloaded 19 times
I finally got a few games in, and it's awesome. Fast, without being frantic, and incredibly aggressive. Love the sound-effects too.
Now, on to the gripes/suggestions 1) I have a bug with icons. Probably a Spring engine bug - I usually only see the top-half of the unit icon.
2) Units need better descriptions. The unit descriptions nicely describe what they _are_, but not what they're for, or how to use them. Yes, I read the guide, but I don't keep it in front of me while I play, so including useful notes like "short-ranged anti-infantry" or "deployable long-ranged fixed-arc machinegun nest" or some kind of unit-help widget or something would be nice.
3) I can't tell units apart, or which side they're on, when viewing at close-enough-range to leave icon mode. Imho, the best solution would be an icon-widget that draws one icon for the whole squad, at the average of the locations for every unit in the squad (to the upper-right for single-squad units). You've already got morale-icons, so adding another icon wouldn't make the game icon-heavy.
edit: is there any way to control the facing of units? Because deploying machinegunners is a farking biatch.
Pxtl: Im not really sure because i havent tested the lasted svn in 1 or 2 weeks, but i think that the lastest svn has a widget to control the direction of the units.
@Nemo : Yes, that is what i meant
Last edited by theotherhiveking on 16 Mar 2009, 19:29, edited 1 time in total.
fake dgun (or similar weapon), using a variation of the SET HEADING script we tried on fixed-arc guns a while back should do it. (ie give the d-gun/turn) order then deploy (possibly use the BA dgun lines drawer (its almost 1am, i swear i will explain this properly later Nemo)
and did you ever grab the version of props.lua that i modified for multiple props per unit?
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