Developers Iteration III of 2023
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For mobile factories, would it be possible to:
- Populate the construction queue UI of the parent unit with the child factory.
- Shunt any orders given via that queue to the child factory (including repeat build etc.)
- Remove all the child factory selection bone-throwing, and have it be a silent attachment.
Child factories for carriers already pass the units they create back to the parent, so there's some linking between them?
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The engine is not made to pass orders to arbitrary units. It only works for units that are currently in your selection. We'd need to hack in suggestions (1) and (2) through construction.lua and that is a file that is, uuhh - not friendly towards developers. The fact that it (the file) even works at this point is a miracle.
Child factories for carriers already pass the units they create back to the parent, so there's some linking between them?
This is in the sim, where the external factory unit passes the events to the main unit. That triggers the animations and effects and cleans them up again.
I assume that with (3) you want the factory unit to become unselectable. If that is so, then you'd also remove the ability to set rally points.
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The hotfix is released and the capping behavior is restored to (almost) the old set of features. Make sure to check the game options, they're now split out in separate options. You can read up about it on Github
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Might be me but the latest changes seem more than annoying and breaks the game play. Units like the tempest being able to be construction units, the game has always allowed and had them, why fix, change or break it now? Other notable change the unit hover to build mass extractors and hydro, and the latest removal double clicking an engineer on a mass to get storage around it. Can understand the problems with the "hover" ability but not for the dblclick to place storage. Could be wrong but thought the release notes mentioned fixes for game stability... How about not messing with the game and put it back to the original... The game got popular and i never remember having as many crashes and desyns as it appears there are now a days...
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@zoodoo4u said in Developers Iteration III of 2023:
and the latest removal double clicking an engineer on a mass to get storage around it.
Please check the game options, as mentioned in the changelog. They're all there. But now fully customizable, to your liking:
@zoodoo4u said in Developers Iteration III of 2023:
Might be me but the latest changes seem more than annoying and breaks the game play. Units like the tempest being able to be construction units, the game has always allowed and had them, why fix, change or break it now?
What is broken about this? The community wanted proper functioning mobile factories, and now they have them.
@zoodoo4u said in Developers Iteration III of 2023:
How about not messing with the game and put it back to the original... The game got popular and i never remember having as many crashes and desyns as it appears there are now a days...
Desyncs are not related to patches, but likely due to (sim) mods being out of sync. If you experience a crash then please enable the FAF Debugger:
And report back with your logs. Personally my game never crashes, and I know that it is the same for many others. The most common culprit for game crashes is sound errors. When you share your game logs then maybe we can find out why your game crashes so often
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@zoodoo4u said in Developers Iteration III of 2023:
How about not messing with the game and put it back to the original...
Which original? The t1 mass fab farmer gameplay of supcom, the t1 transport com bomb gameplay of steam fa, or the litany of things such as -10 asf fights/invulnerable ACU exploits/resource generation exploits in preceding FAF versions?
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We should allow com napping
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As an intermediate thought, what about a button to select the child factory (like pod platforms have)? Would that solve (what I assume) is the problem with the Czar/Tempest, where there's not a good place to put the factory at the "back" of the unit?
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I tried to implement that, but to no avail. Not sure why the implementation of the pods work, and not sure why mine did not work
edit: missed your second sentence.
Tempest does have a separate factory unit at the back. CZAR doesn't have a back or front, and you're right - that is why it doesn't have it at the moment.
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Czar has a center
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Imagine clicking at the center of a Czar and not selecting the unit to move
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Imagine clicking the back of the Fatboy and it doesn't move
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Another hotfix is released. It primarily fixes how beam weapons interact with tech 1 and tech 2 naval units. You can learn more about it on Github
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when will the pbr shaders be released?
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@robotcat Those will be part of the next upcoming Developers Iteration IV: https://forum.faforever.com/topic/6514/developers-iteration-iv-of-2023?_=1697543476323
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@jip said in Developers Iteration III of 2023:
CZAR
So CZAR can't build anymore is this permanent change as loved be able to build armada from it and then sending it to my opponent
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@greenfly The build functionality of the CZAR is expected to be included in the upcoming Developers Iteration IV due to be released on the 28th.
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@greenfly and you'll then be able to build your armada while sending it to your opponent.
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@nex awesome
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