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Requests!

Posted: 19 Apr 2009, 02:11
by MidKnight
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

Re: Requests!

Posted: 19 Apr 2009, 02:17
by Regret
Bombers that can be controlled after they drop their bombs.

Re: Requests!

Posted: 19 Apr 2009, 02:22
by Gota
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.

Re: Requests!

Posted: 19 Apr 2009, 02:25
by lurker
Gota wrote:#1:allow to upgrade mexes for great benefit but also power consumption.
That's called making metal out of energy.

Re: Requests!

Posted: 19 Apr 2009, 02:51
by Google_Frog
Regret wrote:Bombers that can be controlled after they drop their bombs.
+1

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

The thread iss aliiive!

Posted: 19 Apr 2009, 04:03
by MidKnight
@Bombers: Why isn't it possible now? Lua issues? Odd philosophy?

Re: Requests!

Posted: 19 Apr 2009, 06:16
by Licho
It is possible .. so answer is lazyness!

Re: Requests!

Posted: 19 Apr 2009, 14:07
by Jazcash
MidKnight wrote:What would you like to see more in CA?
Players.

Re: Requests!

Posted: 19 Apr 2009, 23:26
by Gota
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.

Re: Requests!

Posted: 20 Apr 2009, 08:05
by Ashnal
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?

Re: Requests!

Posted: 20 Apr 2009, 08:13
by Google_Frog
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.

Re: Requests!

Posted: 20 Apr 2009, 09:49
by Otherside
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

Re: Requests!

Posted: 20 Apr 2009, 16:30
by manolo_
cut some widgets out (my ingame widget list in ca is a way tooooooo long)

Re: Requests!

Posted: 20 Apr 2009, 17:20
by CarRepairer
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.

Re: Requests!

Posted: 22 Apr 2009, 00:23
by lurker
Re: Requests!
CarRepairer wrote:request someone.
Yep.

Re: Requests!

Posted: 22 Apr 2009, 17:00
by CarRepairer
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!

Re: Requests!

Posted: 22 Apr 2009, 17:07
by Pxtl
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.

Re: Requests!

Posted: 22 Apr 2009, 20:48
by CarRepairer
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.

Re: Requests!

Posted: 29 Apr 2009, 16:10
by Saktoth
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

Re: Requests!

Posted: 29 Apr 2009, 16:23
by Pxtl
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).