Developers Iteration III of 2023
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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
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@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)
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So about UI party not working, are there any other mods to set your factories to repeat on construction?
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@chenbro101 Is there a reason to not use the built-in option?
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?
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@Nex What problem does it solve? Sound like "great" feature for the sake of consistency which noone wanted.
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@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.
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It solves the problem of losing your attack move orders because you can't pause your reclaiming engis
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@nex LOL did not know about that. Its the main reason I used the mod.
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@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.
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@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.
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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
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Added a section about Mobile factories
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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.
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@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.
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@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)
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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
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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 ?