View topic - What do people want for xta 9.67



All times are UTC + 1 hour


Post new topic Reply to topic  [ 38 posts ]  Go to page Previous  1, 2
Author Message
PostPosted: 02 Aug 2011, 18:35 

Joined: 22 Jul 2008, 01:30
Location: Yorkshire, UK
ShineSmith wrote:
I see a good few games of peeps playing xta [strangers having the rooms locked usually :(


Top
 Offline Profile  
 
PostPosted: 03 Aug 2011, 14:08 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
maybe keep CB/balance discussions out of this and just collect stuff?

11) SVN

12) fix/steal healthbar widget so it does not break on blocked weapons:
viewtopic.php?f=23&p=496636#p496636
(relevant to interessts)


Top
 Offline Profile  
 
PostPosted: 04 Aug 2011, 06:53 
User avatar

Joined: 30 Jun 2008, 23:08
Location: Germany
healthbar widget was broken since ages, get used to it. thus, it has to be broken (by definition) ;)


Top
 Offline Profile  
 
PostPosted: 04 Aug 2011, 12:57 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
manolo_ wrote:
healthbar widget was broken since ages, get used to it. thus, it has to be broken (by definition) ;)

how so, do tell the bugs.


Top
 Offline Profile  
 
PostPosted: 08 Sep 2011, 15:42 
User avatar

Joined: 23 Feb 2009, 16:29
Location: Finland
Jools wrote:

1) Make the smallest mines a bit less powerful. Add metal storage to minelayer vehicle so that it can perform it's function even without other construction units left.



Came to think of a better solution. How about making the minelayer to have to stockpile the mines before they can be laid? Make it take the same time as for an antinuke to stockpile, and maybe cap the storage at 5 or 10 mines ÔÇö as a total, irrespective of type of mine.

That way we make the more powerful mines more used too.


Top
 Offline Profile  
 
PostPosted: 09 Sep 2011, 09:11 
User avatar

Joined: 08 Jun 2009, 16:59
Location: Croatia
Jools wrote:
Came to think of a better solution. How about making the minelayer to have to stockpile the mines before they can be laid?

That would require some serious LUA faggotery I'm not willing to make. Minelayers are constructors, and mines are buildings. Therefore stockpiling is not an option.
Jools wrote:
That way we make the more powerful mines more used too.
I would also like people to use a variety of mines, but it seems the cost of these mines isn't attractive (183M for a large area mine, and 500M for nuclear mine)


Top
 Offline Profile  
 
PostPosted: 09 Sep 2011, 17:10 
User avatar

Joined: 23 Feb 2009, 16:29
Location: Finland
How can mines be buildings? They have ordes like hold fire/fire at will.

Well I didnt know this was hard to implement. Damn.

Also, can we set up a bug tracker site for xta? I think it would benefit the community.


Top
 Offline Profile  
 
PostPosted: 09 Sep 2011, 20:35 
User avatar

Joined: 08 Jun 2009, 16:59
Location: Croatia
HLTs, LLTs, MTs are buildings but they have Fire orders as well. Any unit/building with weapons has them, it's an engine thing.

If you have a ready server go ahead and setup TRAC. It's both SVN and bug report site, like for BA http://imolarpg.dyndns.org/trac/balatest/


Top
 Offline Profile  
 
PostPosted: 09 Sep 2011, 20:42 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Pretty sure there is a unit tag to disable them if needed.


Top
 Offline Profile  
 
PostPosted: 10 Sep 2011, 16:36 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Deadnight Warrior wrote:
HLTs, LLTs, MTs are buildings but they have Fire orders as well. Any unit/building with weapons has them, it's an engine thing.
If there is no tag to disable, the buttons can be hidden via widget.
Can also be used to remove some buttons that nobody clicks on anyway because (move, stop, dgun,...)
hotkeys will still work.

ive split the svn bla to viewtopic.php?f=48&t=26784


Top
 Offline Profile  
 
PostPosted: 10 Sep 2011, 16:46 
User avatar

Joined: 23 Feb 2009, 16:29
Location: Finland
It would be nice to have an option widget to enable and disable buttons. Newbies don't use shortcuts I think, but everybody else uses them and never clicks on buttons.

But you still may need to enable them, like the stop-button in case you lose your S-key :)


Top
 Offline Profile  
 
PostPosted: 10 Sep 2011, 17:34 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
It is called "hide commands" by Regret.
options..well you would need a real menu like in zeroK but that also brings disadvantages like somebody has to make it.

Jools wrote:
But you still may need to enable them, like the stop-button in case you lose your S-key :)
yea, that kind of 5ucked. but got new keyboard already ;)


Top
 Offline Profile  
 
PostPosted: 12 Sep 2011, 00:06 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
A proper version number. We've been on 9.6* for a very long time, and 9.* even longer, it's turning into a running joke.


Top
 Offline Profile  
 
PostPosted: 12 Sep 2011, 16:44 
User avatar

Joined: 23 Feb 2009, 16:29
Location: Finland
I think we are afraid of hitting version 10. On the other hand, let's not do what team Mozilla is doing either, it's also turning into a running joke.


Top
 Offline Profile  
 
PostPosted: 12 Sep 2011, 17:52 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
before 9.67 there must be XTA 9.666 beta :shock:


Top
 Offline Profile  
 
PostPosted: 12 Sep 2011, 18:45 
User avatar

Joined: 23 Feb 2009, 16:29
Location: Finland
Maybe we should open one separate thread for xta 9.666 beta then :wink:


Top
 Offline Profile  
 
PostPosted: 12 Sep 2011, 19:30 
Journeywar Developer & Mapper
User avatar

Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Why not change direction upon hitting ten? Every version one number lower then the last.9.8, 9.7...


Top
 Offline Profile  
 
PostPosted: 23 Sep 2011, 17:41 
User avatar

Joined: 21 Sep 2009, 19:49
How about an option to turn off, you know, what the commander does in idle. It was funny the first few times now its just annoying


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 38 posts ]  Go to page Previous  1, 2

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.