Need UI Mod? Let me know

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may i download anvanced strategic icons from other site? dis https://forums.faforever.com/viewtopic.php?t=2740 is not working - error 404 all time i try to open it

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@PapaMi0 try again now. I believe they were having some technical difficulties with links when archiving old forum.

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@Deribus oh, thank you!

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UI mod that stops UI bar going back to build options when you deselect things with buildpower/blueprints from bottom bar.

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@PapaMi0

Thisis the right link to the old forum post:
https://forums.faforever.com/viewtopic.php?f=41&t=2740

You can't download from there,
but this is the latest installer i found:

http://faforever.uveso.de/forum/Advanced-Strategic-Icons-mod-installer-3.3.1.zip

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I propose a 'More Hotkeys' UI mod that lets the user press a hotkey/key binding to toggle to additional layouts of hotkeys/key bindings (this concept could be compared to how some people set a key binding on their keyboard that lets them switch to typing with a different alphabet... it basically doubles (or more) the amount of options that can be bound to keys). This UI mod would enable the user to set up the hotkeys/key bindings in the in-game key bindings menu (which would presumably need some adjustments as part of the mod). Doing this would enable both lay users and pros to set up double, triple, quadruple, etc as many easily accessible hotkeys/key bindings. This UI mod would be very useful, especially at higher levels, and could easily become a FAF staple.

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Won't be used, the longer you play the harder it is to switch up your hotkeys. I am really excited to try out the Hotkey Key mod that enables you to bind non conflicting hotkeys to the same key but It;s a lot of work to change your hotkeys and get used to the new set up so ...

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Tagada did you try the hotkey keys mod out yet?

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Not yet, it would require basically a full rework of my hotkeys and that requires a lot of work

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Maybe a mod that allows exps to be infinite built. Idk if its possible from an ui mod but if it is it would make huge eco games alot easier

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@spikeynoob said in Need UI Mod? Let me know:

Maybe a mod that allows exps to be infinite built. Idk if its possible from an ui mod but if it is it would make huge eco games alot easier

In a factory build queue, you can left-click on the icon for a tank to tell the factory to make more tanks. Or right-click to reduce the number of tanks.

In an engineer's build queue, you can right-click on the icon for a structure to tell the engineer to make 1 less of that.

Would it be possible to allow you to left-click on the icon for a structure to tell the engineer to make MORE copies of the structure? This would only work for structures that get up and walk away when completed (like T3 sonar, experimentals, crab eggs)

Left-clicking on the icon for such a structure would tell the engineer to make more copies of the thing in the same place.

That's not exactly the same thing as an infinite queue, but if you queue up 100 czars on the same "footprint" with just 20 clicks that would be more efficient and not very different from being able to do an infinite queue.

Alternatively, a solution to your problem might be a SIM mod: make a new factory type called "experimental factory" that can build experimentals. For example, the factory might cost as much as 30 T3 engineers, and it would have as much build power as 30 t3 engineers and you'd need a t3 engineer to make it. That would be an easy way to allow players to queue up an infinite number of experimental units for construction for big eco games. So you wouldn't need to get into the weeds of making a UI mod.

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Can you make a UI mod that adds the sheesh sound effect to chat like a chat taunt. Can you also make it audible to all players if they have the UI mod, similar to the emoticon mod.
Here is a sample sound https://www.youtube.com/watch?v=YgT6XABqS5Y

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Suggestion:

A mod that shows the right numbers in the UI for mass/e:

https://forum.faforever.com/topic/1596/i-think-i-found-an-adjacency-bonus-bug-please-halp

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Not sure getting to that. Been busier than I’ve expected too witj scta stuff

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Надеюсь не проблема, что без перевода.
За HotKeyOrders огромная благодарность. Настроить сходу не сумел, было бы легче имея функционирующий пример - редактируя под себя по шаблону. Но думаю разберусь.

По предлагаемым модам:
Буду рад, если что-то из ниже перечисленного найдёт отклик.

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  • Выделив разные типы юнитов, последовательно переключиться до нужного:
    Типичная ситуация — выбрана солянка из множества: ACU + t1eng + t2eng + t3eng, в приоритет попадает ACU с ограниченным строительным набором → t1eng>t2eng>t3eng. Приходится вручную переключать вкладку на список юнитов и не перепутать иконку.
    Стандартная команда переключения классов air-land-naval — никуда не годится.
    ———————
    Продублирую:

@sir-prize said in Need UI Mod? Let me know:
a185727d-41b5-4b48-9eba-a436d8626866-image.png

  • Клавиша быстрого переключение вертикальных вкладок для облегчения контроля:
    • строительство
    • список выбранных объектов
    • улучшения командира.
    ———————
  • Клавиша переключения вкладки тех. уровня в фабрике и у строителей:
    • 1/2/3/EXP последовательно и/или на нужный.
    ———————
  • Клавиши переключения режима overcharge:
  1. on/off
  2. on
  3. off
    ———————
  • Комбинация для "строго исключения" всех попавших в рамку выбора юнитов.
    • Условная комбинация: [shift+alt+select] - исключать из выбора всех попавших в рамку юнитов
    Стандартный shift работает на добавление, при хотя бы одном новом юните, а для исключения приходится последовательно прокликивать через: [ctrl+shift+click].
    ———————
  • Освободить клавиши [space], [delete], [insert] от управления камеры.
    ———————
  • Добавление альтернативных команд на действие, с функцией срабатывания по нажатию по нажатию клавиши, без кликов. Например на move, или reclaim, или attack, etc... Аналогично для shit+key комбинаций.
    ———————
  • Hotkey для выбора юнитов/фабрик из списка бездействующих по типу:
    select all/nearest idle: factory
    select all/nearest idle: t1faс/t1airfaс/t1navyfaс
    select all/nearest idle: t2faс/t2airfaс/t2navyfaс
    select all/nearest idle: t3faс/t3airfaс/t3navyfaс
    select all/nearest idle: gate

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@wainan said in Need UI Mod? Let me know:
.. I'd love a mod that makes players on a team all have similar colours ..

Yes!

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Non-Competitive UI mod ideas:

  1. Mod to command units to fan out for reclaim or dispersing units under air attack.

  2. Mod to build queueing fill a space (e.g. ALT-SHIFT-LEFTCLICK drag diagonal)

  3. Mod for replays to show a strategic overlay estimate of the lines of each team or players troops, a strategic overlay used during REPLAYS when zoomed all the way out.

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@dragun101 said in Need UI Mod? Let me know:

So in past few months, I have made when requested by friends made UI mods for them. You can see result of that on the vault (Idle Engi Hotkeys and HotKeys Keys. Also some additional target priorities for some people. Through sacrifice hotkey I made for myself).

And with HotKeys Keys. I decided when not working on SCTA I’ll be working on UI mods as requested. A few being on theory level right now. Through be note:

  1. Will not make Cheat Mods, goes without saying but don’t request

  2. I will do this in my free time. And do note I expect if you request something, as Farms can vouch (and Se7ven) expect semi-regular PM’s as I confirm everything works in intended. While I do extensive testing before I send it out sometimes users has other things intended I didn’t think about

  3. Any Mod I make that isn’t meant to be an extenxsion or implied functionality like additional targeting priorities. I will be uploading to the vault.

My experience Code/UI side is mostly learn from UI side working on SCTA/Adding Basic Hotkeys.

If you want help. Please shoot me a PM on discord Dragun101. I’ll try and get requests finished within 48 hours but no promises.

I'm not requesting a cheat mod but I would like to know what you mean by a ui mod that enables the player to cheat??

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easy dodge smd/tmd

When you click "launch tml/nuke button" you see circle around enemies tmd/smd which shows protect zone.And a line which starts from your tml/nuke ends where cursor is. When you cross tmd/smd cursor it is red othervise green

I hope i managed to explain the idea.People do same thing but in a longer way.Click a t3 engineer then mark the range of smd etc...

It will be easier now

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Not necessarily a mod, but if anyone could point me in the right direction as to which LUA file controls the size of the F11 network stats console. not the connection/eject screen, but the console in upper right corner that shows Data/behind/etc.

its incredibly tiny on 1440 resolution, and the only lua file i find controls the eject window. I can edit it myself, if only i knew where to look. Or perhaps that console window is not editable by any lua file?

i've gotten just about everything else in my mods modified to scale correctly over the default 100 percent, but this is the last thing.