What do people want for xta 9.67 - Page 2

What do people want for xta 9.67

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babbles
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Re: What do people want to xta 9.666 (or 9.67 even)

Post by babbles » 02 Aug 2011, 19:35

ShineSmith wrote:I see a good few games of peeps playing xta [strangers having the rooms locked usually :(
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knorke
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Re: What do people want to xta 9.666 (or 9.67 even)

Post by knorke » 03 Aug 2011, 15:08

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:
http://springrts.com/phpbb/viewtopic.ph ... 36#p496636
(relevant to interessts)
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manolo_
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Re: What do people want to xta 9.666 (or 9.67 even)

Post by manolo_ » 04 Aug 2011, 07:53

healthbar widget was broken since ages, get used to it. thus, it has to be broken (by definition) ;)
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smoth
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Re: What do people want to xta 9.666 (or 9.67 even)

Post by smoth » 04 Aug 2011, 13:57

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.
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Jools
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Re: What do people want for xta 9.67

Post by Jools » 08 Sep 2011, 16:42

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.
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Deadnight Warrior
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Re: What do people want for xta 9.67

Post by Deadnight Warrior » 09 Sep 2011, 10:11

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)
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Jools
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Re: What do people want for xta 9.67

Post by Jools » 09 Sep 2011, 18:10

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.
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Deadnight Warrior
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Re: What do people want for xta 9.67

Post by Deadnight Warrior » 09 Sep 2011, 21:35

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/
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smoth
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Re: What do people want for xta 9.67

Post by smoth » 09 Sep 2011, 21:42

Pretty sure there is a unit tag to disable them if needed.
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knorke
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Re: What do people want for xta 9.67

Post by knorke » 10 Sep 2011, 17:36

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 http://springrts.com/phpbb/viewtopic.php?f=48&t=26784
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Jools
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Re: What do people want for xta 9.67

Post by Jools » 10 Sep 2011, 17:46

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 :)
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knorke
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Re: What do people want for xta 9.67

Post by knorke » 10 Sep 2011, 18:34

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 ;)
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AF
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Re: What do people want for xta 9.67

Post by AF » 12 Sep 2011, 01:06

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.
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Jools
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Re: What do people want for xta 9.67

Post by Jools » 12 Sep 2011, 17:44

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.
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knorke
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Re: What do people want for xta 9.67

Post by knorke » 12 Sep 2011, 18:52

before 9.67 there must be XTA 9.666 beta :shock:
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Jools
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Re: What do people want for xta 9.67

Post by Jools » 12 Sep 2011, 19:45

Maybe we should open one separate thread for xta 9.666 beta then :wink:
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PicassoCT
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Re: What do people want for xta 9.67

Post by PicassoCT » 12 Sep 2011, 20:30

Why not change direction upon hitting ten? Every version one number lower then the last.9.8, 9.7...
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yourface
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Re: What do people want for xta 9.67

Post by yourface » 23 Sep 2011, 18:41

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
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