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Developers Iteration III of 2023

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  • M
    maudlin27
    last edited by 17 Aug 2023, 07:51

    Could the engi 'dont reclaim when paused' behaviour be made an optional setting so people could opt out of the behaviour? I make use of the pause option similar to Tomma where if I'm e.g. power-stalling I'll want to quickly select engineers on-screen and pause them, so may occasionally pause ones that are reclaiming.

    Alternatively could there be a new pause hotkey that pauses every unit except engineers with a reclaim order? I'm not sure if this would be feasible though - i.e. you could have it not affect engineers currently reclaiming, but I don't know if it's possible to analyse the command queue to identify cases where an engineer has a move order followed by a reclaim order, or has a reclaim order on a target outside its build range

    M27AI and M28AI developer; Devlogs and more general AI development guide:
    https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
    https://forum.faforever.com/topic/5331/m28ai-devlog-v150

    J 1 Reply Last reply 17 Aug 2023, 10:01 Reply Quote 1
    • J
      Jip @maudlin27
      last edited by 17 Aug 2023, 10:01

      @maudlin27 said in Developers Iteration III of 2023:

      Could the engi 'dont reclaim when paused' behaviour be made an optional setting so people could opt out of the behaviour?

      It is an assembly patch. Those are difficult if not impossible to make optional on a per-user basis.

      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)

      A work of art is never finished, merely abandoned

      M 1 Reply Last reply 17 Aug 2023, 17:58 Reply Quote 1
      • C
        Chenbro101
        last edited by 17 Aug 2023, 14:08

        So about UI party not working, are there any other mods to set your factories to repeat on construction?

        N 1 Reply Last reply 17 Aug 2023, 14:30 Reply Quote 0
        • N
          Nex @Chenbro101
          last edited by 17 Aug 2023, 14:30

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

          C 1 Reply Last reply 17 Aug 2023, 17:14 Reply Quote 0
          • N
            Nex @Tomma
            last edited by 17 Aug 2023, 14:33

            @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?

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            • T
              Tomma
              last edited by 17 Aug 2023, 14:59

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

              Skill issue

              J 1 Reply Last reply 17 Aug 2023, 15:44 Reply Quote 0
              • J
                Jip @Tomma
                last edited by 17 Aug 2023, 15:44

                @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

                1 Reply Last reply Reply Quote 1
                • B
                  BlackYps
                  last edited by 17 Aug 2023, 17:12

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

                  1 Reply Last reply Reply Quote 0
                  • C
                    Chenbro101 @Nex
                    last edited by 17 Aug 2023, 17:14

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

                    1 Reply Last reply Reply Quote 0
                    • M
                      maudlin27 @Jip
                      last edited by 17 Aug 2023, 17:58

                      @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.

                      M27AI and M28AI developer; Devlogs and more general AI development guide:
                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                      https://forum.faforever.com/topic/5331/m28ai-devlog-v150

                      J 1 Reply Last reply 17 Aug 2023, 18:27 Reply Quote 0
                      • J
                        Jip @maudlin27
                        last edited by 17 Aug 2023, 18:27

                        @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

                        1 Reply Last reply Reply Quote 2
                        • B
                          Blade_Walker
                          last edited by 17 Aug 2023, 22:06

                          This post is deleted!
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                          • B
                            Blade_Walker
                            last edited by 17 Aug 2023, 22:10

                            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

                            1 Reply Last reply Reply Quote 0
                            • J
                              Jip
                              last edited by 19 Aug 2023, 18:16

                              Added a few small features and bug fixes

                              A work of art is never finished, merely abandoned

                              1 Reply Last reply Reply Quote 3
                              • J Jip referenced this topic on 19 Aug 2023, 18:16
                              • J
                                Jip
                                last edited by 20 Aug 2023, 07:06

                                Added a section about Mobile factories

                                A work of art is never finished, merely abandoned

                                veteranasheV 1 Reply Last reply 20 Aug 2023, 21:48 Reply Quote 4
                                • J Jip referenced this topic on 20 Aug 2023, 07:06
                                • J
                                  Jip
                                  last edited by 20 Aug 2023, 08:40

                                  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

                                  IndexLibrorumI 1 Reply Last reply 20 Aug 2023, 17:07 Reply Quote 5
                                  • J Jip referenced this topic on 20 Aug 2023, 08:40
                                  • IndexLibrorumI
                                    IndexLibrorum Global Moderator @Jip
                                    last edited by 20 Aug 2023, 17:07

                                    @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:

                                    1 Reply Last reply Reply Quote 4
                                    • IndexLibrorumI IndexLibrorum referenced this topic on 20 Aug 2023, 17:07
                                    • veteranasheV
                                      veteranashe @Jip
                                      last edited by 20 Aug 2023, 21:48

                                      @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)

                                      J 1 Reply Last reply 21 Aug 2023, 06:12 Reply Quote 0
                                      • veteranasheV veteranashe referenced this topic on 20 Aug 2023, 21:48
                                      • JipJ Jip referenced this topic on 21 Aug 2023, 05:50
                                      • JipJ
                                        Jip @veteranashe
                                        last edited by Jip 21 Aug 2023, 06:12

                                        I don't recall touching tech 1 bombers 🙂 , 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

                                        1 Reply Last reply Reply Quote 0
                                        • B
                                          Blade_Walker
                                          last edited by Blade_Walker 21 Aug 2023, 08:09

                                          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 ?

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