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Suggestions / minor issues
Posted: 03 May 2012, 16:45
by Ares
Please remove feature that units built from a factory join its group – this is a big problem because upon changing the factory waypoint all of the units in the group run to this point.
A handful of suggestions:
Turn building grid orange if its placement is outside of build range of com/con, and the grid is not red from being rough terrain.
Double tapping a number selects and centres on the group (eg a con in a secret location without having to zoom in and out to it)
When a factory is selected allow hotkeys to build units on demand (eg press r for rocko, f for flea, t for thud)
Thoughts?
Re: Suggestions / minor issues
Posted: 06 Jun 2012, 21:33
by hoijui
Ares wrote:Turn building grid orange if its placement is outside of build range of com/con, and the grid is not red from being rough terrain.
nice idea!

maybe it woudl be better thoug to keep green there, and use even lgihter green, or glowing green or something when it is in build range.
also.. it would only really be usefull if it worked with shift queueing builds.. but that would at best be possible aproximately.. and even that .. woudl eb difficult and CPU intensive.
Re: Suggestions / minor issues
Posted: 06 Jun 2012, 22:39
by Beherith
Ares wrote:Double tapping a number selects and centres on the group (eg a con in a secret location without having to zoom in and out to it)
Thats already how it works.
Re: Suggestions / minor issues
Posted: 07 Jun 2012, 03:39
by luckywaldo7
Ares wrote:Please remove feature that units built from a factory join its group – this is a big problem because upon changing the factory waypoint all of the units in the group run to this point.
Already implimented but last I checked it was in a wierd way. It's in the factory guard widget, so you need to have factory guard on for it to work. For people who don't want factory guard that is kind of a pain. I recommend using GF's factory guard widget modification that's in ZK, which changes factory guard into a per-factory toggle. It works really well because even if you like fac-guard, it becomes useless when you have plenty of nanos up anyway, and then there is no complaining about the widget either interfering with pros or being to hidden for newbies.
Ares wrote:When a factory is selected allow hotkeys to build units on demand (eg press r for rocko, f for flea, t for thud)
You can do this on your own in uikeys.txt. I've been experimenting with settings for myself. The main problem is that lots of keys will conflict with normal commands like patrol. So currently I am using meta as a modifier, as most people seem to do, but it is admittedly uncomfortable.
Anyway, this is how I set up my keys:
Code: Select all
bind Meta+w buildunit_armpw +1
bind Ctrl+Meta+w buildunit_armpw -1
bind Shift+Meta+w buildunit_armpw +5
bind Ctrl+Shift+Meta+w buildunit_armpw -5
That for each unit. I think it would be cool to have something where the keys would default to buildunit commands for factories and having something like a fight command out of a factory would require meta instead, but I haven't really done any experimentation in that direction yet.
Re: Suggestions / minor issues
Posted: 07 Jun 2012, 04:47
by Jazcash
Yeah, if somebody could separate factory guard into two widgets so I can centre on groups by double tapping their number that'd be nice. And yeah, FactoryGuard is useful but not for the whole game, that's why I have toggling it on and off bound to my mouse :D
Re: Suggestions / minor issues
Posted: 08 Jun 2012, 05:34
by Forboding Angel
Ares wrote:
When a factory is selected allow hotkeys to build units on demand (eg press r for rocko, f for flea, t for thud)
Evo to the rescue:
http://code.google.com/p/evolutionrts/s ... ybuild.lua
Re: Suggestions / minor issues
Posted: 08 Jun 2012, 12:59
by knorke
would be better if it read from a file instead of unitDefs, so players can customize it (without editing the modfile) and easier to adjust for other games.
Re: Suggestions / minor issues
Posted: 10 Jun 2012, 04:04
by Forboding Angel
I figured that it could be easily edited to work that way. For evo, it works as intended.
Re: Suggestions / minor issues
Posted: 28 Jun 2012, 01:41
by zerver
Speaking of issues, this active/passive setting for nanos etc, does it work? I got the impression that my nanos sometimes refuse to build despite plenty of m/e.
Is there a some setting to make everything built 'active' by default?
Re: Suggestions / minor issues
Posted: 28 Jun 2012, 08:46
by Beherith
Nanos default to passive, because building the first few nanos while tending a front will usually result in massive stalls on front.
Re: Suggestions / minor issues
Posted: 28 Jun 2012, 11:56
by zerver
Okay, a widget to choose default state for this would be nice.
I think it was on minisuperspeedmetal that the problem became very apparent. You have almost no chance to win unless you set the nanos to active. I will have a look at the code and see if there are any bugs.
Re: Suggestions / minor issues
Posted: 28 Jun 2012, 12:14
by Beherith
I think the issue you saw on mini ssm is related to the fact that your e storage jumps around wildly, because you easily have a higher consumption than storage, triggering the passive mode. Thanks a million for taking a look at it!
Re: Suggestions / minor issues
Posted: 28 Jun 2012, 16:08
by Johannes
Factories should probably default to passive if anything, btw.