Wish-A-Mod Foundation
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T4 icons are always on top
Engine limitation
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@Ctrl-K said in Wish-A-Mod Foundation:
Something that does the same as the existing mod "Idle Engineers CBT" but looks better and is less buggy would be great.
Idle Engineers Light
Can only recommend this mod, i've had all kinds of bugs with other engi mods, but havent had anything with this one. (even works with union control showing the correct amount of idle engies)
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@bronedooy Your wish has been (partially) granted! Test it and let me know if it works as you imagined, we will adjust and add the rest before we upload it to the vault.
It adds 5 new hotkeys to the Selection category
1 - Select_highest_engineer_inview
2 - Select_highest_engineer_inview_idle
3 - Add_closest_similar
4 - Select_highest_engineer_inview_or_add
5 - Select_highest_engineer_inview_idle_or_addWhat you described will work with 1 or 2 plus 3, the only change is that instead of selecting T3 only, it selects the highest tech engineer on screen. This way it will work at the T2 stage as well.
For 4 and 5 I find them more useful, as you can do everything with just one key. Click once and you select, click again as many times you need to add more engineers.
How is it going for you with #2?
If you check AddClosestSimilarUnit function in selection.lua it basically does that but for just 1 unit, with some modification it will solve your #2 wish as well.
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@StormLantern Did you try Idle Engineers Light as recommended by others? Let me know if you still prefer something else
Like Ctrl-K said, I do not think it is possible to change the icon overlapping unfortunately, but I will keep an eye open for any workaround. It would be very nice indeed.
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@FreadyFish I tried it, I can say that I really like the 5th point. But it only works if Idle Engineer Light is enabled. The 1st point does not work if Idle Engineer Light is enabled. When the 1st item is working, the 5th one is not. 3rd works in both cases. (Well, they all don't work without ui mod tools).
The 2nd and 4th do not respond under any circumstances.
Tomorrow I will try to check everything again on another window with a clean client.
In addition, I will say that you can increase the effectiveness of teams by adding the ability to select all T3 (and similar ones) at the same time, when necessary. For example, if you press the command together with shift (I often think about this when you need to select all the similar ones or only T3, T2, T1). Also, the most convenient option is to adjust the number of selected units through the duration of the pressed hotkey. But this is already a utopia, although I know you've been thinking about this topic already. In general, you have "straight hands and a kind heart" if you have to be inspired by the joy of other people and implement such ideas into life. Thank you for this great deed!!
In fact, the item "Add units similar to those highlighted ONLY on the screen" you have almost implemented, there is not enough so that you can have ALL the similar (or even all similarly improved) AT ONCE. And the effective selection of engineers through the button should be the most complex and sophisticated in the implementation of the mod. But as I understand it, no one has brought this to full realization before. It would (probably) really change the quality of the build. -
@bronedooy Ah yes, I should have mentioned that UMT must be active. Sounds strange, it works for me with all my mods active, and with only UMT active as well.
I wonder if it is your dual screen setup that is causing the problem. Could you try with just one screen? And test it first with only UMT active, in case it is some other mod causing problems.
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@bronedooy Updated with wish #2, I also renamed all the previous hotkeys so you should rebind them
Available hotkeys:
- Highest tech Engineer/SACU inview
- Highest tech idle Engineer/SACU inview
- Add closest similar unit
- Highest tech Engineer/SACU inview or add closest
- Highest tech idle Engineer/SACU inview or add closest
- Onscreen similar units / double click for all
I looked into #3, using autohotkey for rebinding XButtons but realized it has some limitations. I can make it do shift-(key), but for some reason it adds the shift. Tried many variants but nothing worked. Anyway, if you want to try it, here is the script. XButton1 = Shift-O, XButton2 = Shift-P - change these (O/P) as needed and reload the script if it is running. It only activates when ForgedAlliance.exe is the active window, so you could add it to autostart and jsut have it on in the background so you dont need to remember it before every game.
There are other programs that does this better, I have ended up using Logitech G Hub for this (I realized) that comes with my mouse - it works, and I think there are other paid and possibly some free software that does this at a lower level which makes it work seamlessly.
I will start looking into some other wishes for now, but we can revisit your other ones later.
Let me know how it goes with your problems and if it is related to using dual screen please. I only have one screen available at the moment so can't test it myself right now. When all is good, we can upload V1 to the vault.
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I will definitely use it in the evening, yesterday I tried with 1 screen too.
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@magge I don't think so either, but I tried another approach of listening in on the OnCommandIssued event. This would not include every single click, but maybe that is a good thing? Curious if you or someone else can see something I don't here, before I go too far down this road.
This is a simple test, but it does correctly logs the current APM over the last minute. Multiple commands given at once counts as one action, but we could still aggregate that data and a lot more, if it could be interesting in the statistics.
APM_1.zip if you want to try, but this is really all it does right now:
INFO: Current APM: 6 .. Total actions: 6 .. Total commands: 20 INFO: apmlog: { INFO: - 21.650968551636: { INFO: - - AggressiveMove: 1 INFO: - } INFO: - 4.588408946991: { INFO: - - BuildMobile: 1 INFO: - - None: 1 INFO: - } INFO: - 6.1044588088989: { INFO: - - Move: 1 INFO: - } INFO: - 6.5816397666931: { INFO: - - Move: 1 INFO: - } INFO: - 5.6394691467285: { INFO: - - Move: 1 INFO: - } INFO: - 9.7966756820679: { INFO: - - BuildMobile: 13 INFO: - - None: 1 INFO: - } INFO: }
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I wish a mod that allows for hotkeys to choose:
- Nearest transport (empty)
- Nearest transport (with any number units on the board)
- Iterate though units in the transport, i.e. choose the first one in the transport, the second one and so on. Without needing do to it with the mouse for multiple drops like now
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A mod that draws a radius for every known enemy SMD when you press launch on your SML to choose a target. And maybe also draws a wide line from your SML to where your cursor is that becomes red when it obviously crosses an enemy SMD's radius.
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A visible cooldown for Billy nuke on your com. Otherwise you have to look at the in-game timer and remember the cooldown duration.
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If a 1st factory is assisting a 2nd factory, and you have selected a 3rd factory and order it to assist the 1st, it should automatically start assisting the 2nd instead. Would help when you are building a lot of factories, and the "king" factory is very far away.
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A mod that doesn't allow cancelling a current order in an assisting factory after you have CTRL+SHIFT-clicked (cancelled) its assist order so that it is allowed to finish its current unit under construction 1st.
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@Kilatamoro said in Wish-A-Mod Foundation:
A mod that draws a radius for every known enemy SMD when you press launch on your SML to choose a target. And maybe also draws a wide line from your SML to where your cursor is that becomes red when it obviously crosses an enemy SMD's radius.
There is a mod called SMD ring that I use religiously both for marking all the SMDs on my team and the enemy team. I also use a straight edge to make sure I can thread the needle between smds. You can also see the line the launch order makes to ensure it doesn't cross over an SMD ring and move the target to bring the line away from a ring ... This is how to do it. I think having a mod that automates this is not good for FAF but that's my opinion.
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@Kilatamoro said in Wish-A-Mod Foundation:
A visible cooldown for Billy nuke on your com. Otherwise you have to look at the in-game timer and remember the cooldown duration.
The ACU model has a small animation for the missile hatch closing depicting the reload time. It's not visible at a distance, but it's good to know about. It also reloads in 30s and rebuilds in ~30s with T3 suite (or 3 T3 engis) so those numbers match up.