Lobby notifying battle on certain mods.

Lobby notifying battle on certain mods.

Requests for features in the spring code.

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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Lobby notifying battle on certain mods.

Post by zwzsg »

I wish the lobby to have something, like a flashing, a popup, a sound, to notify me when a new battle is opened on certain mods, even when the lobby is minimised and I'm doing something else.

That way, I can log into the lobby, then go on to do something else and as soon as a battle on a mod I like gets hosted, I immediatly know. Instead of having to remember to regularly check the lobby, then forget about for 15 mins and miss a game. Or having to do nothing ut stare intently at the battle list for hours until mods I like get a battle hosted.
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Peet
Malcontent
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Post by Peet »

+1...this should be implemented in a broader fashion, notifying when certain traffic is sent from the server (such as "BATTLEOPENED xxxxx XTA v8.1" or "JOINED peet xxxx")
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Would be very helpful for the less mainstream mods like Star Wars (hopefully I can change that) and 1944.

Hell, I wouldn't mind providing a personalised sound effect that plays whenever a Star Wars Spring game is hosted (like a lightsaber turning on, or the first few bars of the Imperial March, etc).
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Argh
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Post by Argh »

That would get annoying... plus, we'd have to hear a "baaaaa" sheep-like noise every time a BA game started ;)
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Blah64
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Post by Blah64 »

Argh wrote:That would get annoying... plus, we'd have to hear a "baaaaa" sheep-like noise every time a BA game started ;)
it wouldn't do it for every mod... just the mods you tell it to
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Argh
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Post by Argh »

... but it would have to be turned on by default, or nobody would know it was there. Like, oh, about half the features of Spring.
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Pxtl
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Post by Pxtl »

Well, the simplest solution would just be to convert the whole game description into a string (mod, map, playercount, description, etc.) and then let players define a pattern match (string for noobs, regex for us geniuses) and just notify in that case.
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FoeOfTheBee
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Post by FoeOfTheBee »

Argh wrote:... but it would have to be turned on by default, or nobody would know it was there. Like, oh, about half the features of Spring.
Maybe the lobby should have one of those "Tip of the Day" pop-ups.
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Argh
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Post by Argh »

That would be kewl. And while we're at it, maybe a "mod of the day" popup? Oh, wait... been asking for that for better than 9 months now :P
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

Argh wrote:... but it would have to be turned on by default, or nobody would know it was there. Like, oh, about half the features of Spring.
sadly true
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Argh wrote:That would get annoying... plus, we'd have to hear a "baaaaa" sheep-like noise every time a BA game started ;)
I have tried pretty much every sensible mod released that I can. I still prefer BA. Probably the second best is EE, which looks somewhat professional, has great gameplay and is pretty well balanced. NOTA looks interesting but I haven't really played it properly yet. XTA I don't like too much. BOTA is decent enough but it's TA based so obviously those who like it can't try new things.

Then the others. SWTA was pretty good when I played it a bit but it is basically TA with a Star Wars face. I'm sure it would be more popular if more people knew about it so I'd guess when you next release it. I do see maybe a couple of games a week of it.

NanoBlobs is an interesting idea. However, it is completely unbalanced - check the Archer. Micro is by far the most important part and tactics and stuff make little difference. The effects are nice enough I guess but they don't make or break a game and aren't particularly interesting in screenshots and stuff.

Gundam I just don't get. I'm sure making metalmaker fields is great but it seems a little odd for your entire economy to be "shift-drag 100 power plants. shift drag 100 metal makers. done". At least that's apparently what you do, from what I've seen expanding and building mexes is way more efficient and needed. The units fall apart way too easily. I'm sure I'm just playing it wrong and the pros with there expert skills and powerful micro would show that it is actually excellent, but I've played quite a few games and just don't get it.

Kernel Panic doesn't really count, but it's pretty fun and looks great - actually a fresh and interesting look instead of just a new face on TA like things. The gameplay probably isn't balanced and it's not very deep but it's pretty cool occasionally.

Argh, if you're going to make any real complaints about anything to do with Spring, please play the game sometimes. Last time I checked, you had less than 30 hours play, at least half of which was accrued through testing stuff. I'm sure it's great to post several pages of what is wrong with spring when you never play the thing.

I am going to say something which may sound weird to some of you: graphic effects don't matter. I have played some games of gundam with other people and not once did they say "wow that looks nice". However, someone new to Kernel Panic pretty much always does. Just because your Zaku-2 has just the perfect coloured laser, doesn't mean your game is suddenly incredible.

Whoops this is somewhat off topic
tombom
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Post by tombom »

Argh wrote:... but it would have to be turned on by default, or nobody would know it was there. Like, oh, about half the features of Spring.
Most people wouldn't need it. It's like the Perform feature of the lobby or the highlighting list (which was used to accomplish something similar for EE). Do you want a box to pop up every time the lobby starts saying "ENTER MODS TO TELL ABOUT WHEN GAMES POP UP:" that won't let you past until you enter one?

Spring documentation isn't even all that bad. Sure, it could be better, but the wiki is great. It documents pretty much everything. Maybe not new modding feature x but most things people will want.
Argh wrote:That would be kewl. And while we're at it, maybe a "mod of the day" popup? Oh, wait... been asking for that for better than 9 months now
There aren't enough mods. How would you decide what mod you were going to show off that day? How would it be implemented? Would it force download that mod? Force you to play at least one game of this mod?

There are more requested more useful lobby features that have been wanted for longer that have never been implemented.
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jackalope
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Post by jackalope »

hahahah best post ever.
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AF
AI Developer
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Post by AF »

tombom your entire attitude to gundam si all wrong, I've sat in in lljk games and they seem to think that gundam will play well on a large number of maps that just dont have enough flat space to build a half decent base, thent ehy complain the game takes ages as a result. They dotn realize you need a lot of flat land to spam factories and eco, nro do they realize that killing all that eco doesnt mean the players dead because rebuilding is super easy in gundam.

Also the last game of gundam I played the mexes had a unit limit of 6.

Also take your BA sized gundam armies and multiply them by a factor of ten and then stop using BA tactics because you cant just throw units at the enemy in gundam, you need a strategy, really gundam is veyr fun and its very easy, but people keep playing it as if its BA with gundam models and they dont enjoy it as a result, they build bases without perimeter walls (something you should do in EE too), and they build a single factory and set conbots to assist which is economic suicide and you should build lots of factories rather than assisting one (another EE thing).

Its like playing starcraft and assuming zerg hordes dont work because you believe that they're the equivilant of TA ak's/peewees, and they dont stand up to lvl 2 all that well.

I also notice when people play gundam they play it very slowly, they dont realize that in the time it took them to build 3 factories the enemy could have built the entire tech tree 3 times over and massed a gigantic horde of units.
tombom
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Post by tombom »

AF wrote:tombom your entire attitude to gundam si all wrong, I've sat in in lljk games and they seem to think that gundam will play well on a large number of maps that just dont have enough flat space to build a half decent base, thent ehy complain the game takes ages as a result. They dotn realize you need a lot of flat land to spam factories and eco, nro do they realize that killing all that eco doesnt mean the players dead because rebuilding is super easy in gundam.
You watched one game. The clear winner was fighting against guys who had just given up. He had multiple factories, the entire tech tree, was sending in 15-20 guys at a time and trying to use the artillery. Sure it was probably a crappy map, but against people that have given up you shouldn't be attacking people with tons of stuff for 15 minutes and not actually killing them. You weren't playing well either. You were sending 15 amphibious mechs at a guy who had given up while another guy was attacking him from the other side. All the mechs died within a minute.
AF wrote:Also the last game of gundam I played the mexes had a unit limit of 6.
Untrue.

I'm sure Gundam is an amazing mod that blows everything else out the water, but you need to show some evidence. Are there any replays?

I'm not really sure how to argue with you here because I probably am missing something fundamental, so I'll just say something only vaguely to do with this. Whenever XTA people or you or smoth or anyone else say why you don't like BA, you always say "ugh it's too porcy"/"llts too powerful"/"there are no tactics"/"i watched a game on the pass with two chevron guys and it went on a long time". You are making judgements based on what you've seen that's obviously not very good play. The replays site has had a ton of good replays for ages yet you never watch them. It's very close minded of you.
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KDR_11k
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Post by KDR_11k »

15-20 guys is a good size for a harrassment force in Gundam. Of course it depends on the composition but with proper meatshields and such you're looking at much larger armies to actually crush an opponent. 15-20 guys will often get killed by the comm before they even get to shoot (of course again depending on the composition).

Crappy map can be a problem because it takes too long to build a sizeable attack force and people get impatient and attack with something that'll barely scratch the first line of defense.
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AF
AI Developer
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Post by AF »

I remember that game and that map was all wrong. I had a sub standard economy because I lacked the necessary flat space to build an economy. As a result my game was crippled.

In my games with smoth and co I've seen armies of 20 units get raped in seconds by defences followed by counter attacks of 30 bombers. In my first game I was defeated by fang who sent an army of 40-60 gelgoogs into my base, and I've seen much larger armies in AI games.

That map I played with yous onw as unbalanced for gundam ebcause of the uneven distribution of large quantities of flat land. It was too small, too cramped, and the map wasnt large enough for such rocky terrain in a gundam setting. Try gundam on aavikko or small supreme battlefield.
tombom
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Post by tombom »

You just keep telling me that I'm wrong and if I was doing it right everything would be so much better. How do I play it?
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KDR_11k
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Post by KDR_11k »

tombom wrote:You just keep telling me that I'm wrong and if I was doing it right everything would be so much better. How do I play it?
You MASS stuff. You mix tech levels. Tech 1 or 2 should be your main force, depending on your faction with tech 3 and 4 mixed in to provide more specialized functions or more concentrated firepower.
tombom
Posts: 1933
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Post by tombom »

Ugh I finally found a basic guide to gundam in the release announcement on smoth's forum. This is confusing for people who are just trying it out after finding it on unknown-files, maybe put a link from there to there? I might try Gundam again.

Also I wasn't talking specifically about Gundam in my post.
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