Input for next xta version (non-balance issues) - Page 2

Input for next xta version (non-balance issues)

Hearken back to the days of yore and enjoy the first major Spring module!

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Input for next xta version (non-balance issues)

Post by knorke »

ok so somebody was working on a better ui but that is still long to come so how about some small changes that are easy to do. The buildmenu could be better sorted.
for example commanders buildmenu:
Image :arrow: Image
It makes no sense for the T1 labs to be at top, then comes some water stuff, then come the T2 labs.

there are holes are because i was too lazy to see what is on the other sides. But I think they would not be so bad, maybe its possible to add a "empty unit" in there? Or some other less hackish way :roll:
Main idea is, factories should be grouped, as should eco stuff or defense.

Even better, if there is no water on the map, remove the water buildings from the buildmenu! :shock:
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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Input for next xta version (non-balance issues)

Post by FaerieWithBoots »

or use keybinds ;-)
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: Input for next xta version (non-balance issues)

Post by raaar »

agree with reordering of build menu stuff by type (Plant, metal, energy, defenses).

Ca has yellow "construction" borders on factory build pictures. That also helps.
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Input for next xta version (non-balance issues)

Post by Spawn_Retard »

FaerieWithBoots wrote:or use keybinds ;-)
not an option for people who dont use them.


Clicking more brings up your game.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Input for next xta version (non-balance issues)

Post by 1v0ry_k1ng »

fixing the build menus is easy but time consuming and repetetive
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Input for next xta version (non-balance issues)

Post by knorke »

I think it still needs to be done because even if a super-lua UI should be finished, the order would still be wrong.
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Input for next xta version (non-balance issues)

Post by Spawn_Retard »

i think for sea buildings, the underwater mex should be on the first page. Thats what fucks me the most.
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Input for next xta version (non-balance issues)

Post by Jools »

Yes, but it's also a problem with the pictures, under water energy storage and floating metal maker look very similar.
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Input for next xta version (non-balance issues)

Post by Jools »

One more thing: would it be possible to increase the slope tolerance of the Commander. He is presently ridiculously intolerant for slopes, and I think that has never really been the intention of the modmakers.
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