Developers Iteration III of 2023

@chenbro101 Is there a reason to not use the built-in option?image.png
Or did you mean something else?

@tomma said in Developers Iteration III of 2023:

If you overflow mass reclaiming its just skill issue and you should have planned accordingly, so now you have to waste mass or redo your queue.

So why is the change breaking your approach bad, while it solving problems for others is a skill issue?

@Nex What problem does it solve? Sound like "great" feature for the sake of consistency which noone wanted.

Skill issue

@tomma said in Developers Iteration III of 2023:

@Nex What problem does it solve? Sound like "great" feature for the sake of consistency which noone wanted.

I want it. People on Github, including the balance team want it. And apparently Strogo wanted it enough to spent time making an assembly patch for it.

A work of art is never finished, merely abandoned

It solves the problem of losing your attack move orders because you can't pause your reclaiming engis

@nex LOL did not know about that. Its the main reason I used the mod.

@jip said in Developers Iteration III of 2023:

We can make a hotkey to select all engineers that are currently consuming resources, that would qualify for engineers that are building things (at that moment)

That sounds like it could be helpful. Personally I suspect I'd end up being lazy and just use the 'select engineers on screen' hotkey since in some cases I'd want that, in others I'd want to just select engineers consuming resources, and I'm not sure if I'd get around to ingraining two separate hotkeys in my muscle memory, so I'll leave it for others to say if they think they'd use it.

@maudlin27 said in Developers Iteration III of 2023:

@jip said in Developers Iteration III of 2023:

We can make a hotkey to select all engineers that are currently consuming resources, that would qualify for engineers that are building things (at that moment)

That sounds like it could be helpful. Personally I suspect I'd end up being lazy and just use the 'select engineers on screen' hotkey since in some cases I'd want that, in others I'd want to just select engineers consuming resources, and I'm not sure if I'd get around to ingraining two separate hotkeys in my muscle memory, so I'll leave it for others to say if they think they'd use it.

See also: https://github.com/FAForever/fa/pull/5330

0eb0a66a-235c-457c-b8f0-1d204d71d0b5-image.png

A work of art is never finished, merely abandoned

This post is deleted!

With the new 'spread building' feature coming, having paused engies able to reclaim would allow something very close to area reclaim.
grab some engies, drag a couple of lines of factories over the reclaim location and then split the builds and then pause - they will reclaim everything under the templates but not build anything
this trick was used sometimes to get reclaim patches quicker but was limited to 1 fac really

Added a few small features and bug fixes

A work of art is never finished, merely abandoned

Added a section about Mobile factories

A work of art is never finished, merely abandoned

Added a section about advanced map shaders.

A shoutout to @IndexLibrorum who recently took the initiative to update the mapping section of the Wiki. It has been improved significantly and there's a whole section with Gaea related tutorials to help you get started with the tools required to work with these new shaders.

A work of art is never finished, merely abandoned

@jip said in Developers Iteration III of 2023:

Added a section about advanced map shaders.

A shoutout to @IndexLibrorum who recently took the initiative to update the mapping section of the Wiki. It has been improved significantly and there's a whole section with Gaea related tutorials to help you get started with the tools required to work with these new shaders.

More Gaea tutorials at some point in the future, probably with an additional section explaining how to use the Gaea renders to work with the next map shaders.

"Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

See all my projects:

@jip said in Developers Iteration III of 2023:

Added a section about Mobile factories

I just tested the Fatboy, can't wait to see it in action it's going to have a huge buff.

I think your favorite thing it fixing units so the behave correctly and then they are broken in balence. (Gc fatboys and now t1 bombers too)

I don't recall touching tech 1 bombers ๐Ÿ™‚ , unless you're referring to the aim bug

@veteranashe said in Developers Iteration III of 2023:

I think your favorite thing it fixing units so the behave correctly and then they are broken in balence. (Gc fatboys and now t1 bombers too)

To be fair, I did reduce the build rate of the mobile factories to make them less broken

A work of art is never finished, merely abandoned

the mobile factories all build units internally or with the fatty or tempest at least appearing 'attached' to the unit, but the crab builds a separate 'egg' unit that is on the base map layer and which is going to look very weird if it gets dragged around - maybe it could just keep its original behaviour ?

The goal is to make it work similar to what @Evildrew did in the Superior FAF Experience mod. In the mod they essentially have a 'poop' or 'birth' animation where the back opens up and the egg drops out of it

A work of art is never finished, merely abandoned

Yeah I was guessing the aim bug on t1 bombers being fixed will make them op

Lol

The build rate on the fatty seems close to what it should be balence wise

@Jip
I'm really excited about this upcoming change to mobile factories!
But, may I ask why this next action was done? >

@jip said in Developers Iteration III of 2023:

To be fair, I did reduce the build rate of the mobile factories to make them less broken

I thought the consensus was that all Experimentals had poor BP to begin with...?

Maybe that changes with the new dynamic in mobile factories, so this reasoning may now be outdated.
But a Fatty building a Percy or a Cougar in 35 seconds as opposed to 26 before, plus the rolloff time, it still takes a while.

Same with the Atlantis. The high BP is one of its perks when building ASF or other air units.


The Mega should have a much larger BP, so, I'm looking forward to that. ๐Ÿ™‚
And the Czar being able to build on the move... Can't wait!


The Tempest lacks a rolloff time, so it makes spamming units like engies very, very easy.
It seems like it was adjusted, but not by much.


I'll have to test out some games when I get a chance.
Maybe my standing would change.

Regardless, awesome work, @Jip
Looks great!


~ Stryker

( อกยฐ อœส– อกยฐ)