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Re: * Beta release: Reclaim stopper widget

Posted: 15 Jan 2011, 21:17
by knorke
tested it offline with xta and worked.
could not make it break. good job :-)

only critic is that you seem to have some "game logic stuff" DrawWorld() instead of in GameFrame. Ideally in DrawWorld you would just have to loop through a table of units and print the "reclaim stopper" text above them. I don't think it eats many fps in this case but generally seperation of logic and graphic is better.

Re: * Beta release: Reclaim stopper widget

Posted: 15 Jan 2011, 23:29
by Floris
Oh gr8, nice it just works :-)

I put the piece of code somewhere else, it shouldnt be there indeed. It came to be there because I applied a quick fix.

thnx!

Re: * Beta release: Reclaim stopper widget

Posted: 20 Jan 2011, 03:47
by Floris
You can now see the widget in action here:
http://www.youtube.com/watch?v=jwwnBpt_u2I

Re: Reclaim stopper widget

Posted: 20 Jan 2011, 16:56
by Pako
Nicely done widget for quite a hard task but your solution is the overly complex one and causes the few bugs. Simpler solution would be just to watch the HP of all units which are to be reclaim stopped and not even keep count of reclaimers. Still there is many other problems like nanos and rectors auto repairing and the UI is bad but it's a quite niche widget so there is little to win anyway.
Floris wrote: No moar reclaiming accidently my fusion and be without e production!
8 mins fusion becomes closer to your everyday reality, at least for me.
If you should think outside of the DSD tech buble you could easily get the fusion rush in 7:30. And if the two 8v8 DSD techers would cooperate it would be even faster.

Re: * Beta release: Reclaim stopper widget

Posted: 20 Jan 2011, 19:28
by Gota
hehe this is funny but good job.