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    Strogo

    @Strogo

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    Best posts made by Strogo

    Random UI improvements [UI mod]

    This mod contains some UI improvements that I coded a long time ago but as I stopped playing ~3yrs ago and lost motivation, all these were buried on my harddrive backyard 🙂 Now they finally collected in one mod. Better late than never, right?

    1. EasyReclaim hotkey
    Screenshot_1.png

    New reclaim order that behaves almost same as default one, except that it ignores empty spots and accepts only those clicks that were placed on reclaimable objects. So no more fake orders while manually reclaiming stuff:

    Rec.gif

    2. Attack/nuke orders ignore units and always placed on the ground

    No need to drag attack orders anymore, just put it wherever you want.

    Attack.gif

    3. While using "Move" command it's no longer transform into patrol

    Now you can place as many move orders in one spot as you want. Very useful when dodging with single unit, like t1 arty etc.

    Move.gif

    4. HardMove hotkey for air fights

    Screenshot_2.png

    When HardMove mode is active, all right mouse clicks will be move orders, no matter where they placed, even if there is an enemy unit under cursor. Very useful for ait fights

    HardMove.gif

    That's all for now 🙂

    posted in Modding & Tools •
    RE: 4v4 map list

    Adaptive Crateria. I don't like this map (sorry Morax) because of 2 things:

    1. textures (looks depressive :D). But that's just personal taste so nvm
    2. Early t1 air fights for these crystals fields which are too concentrated and also located too close to mexes. So loosing your transport/engies hurts too much, because your lose both reclaim and mexes, and it's very hard to compete in eco after that.

    My sugesstions:
    Screenshot_1.png

    Also textures on Adaptive Kusoge are so painful for eyes, mb it's just me idk. Anyway Petric is afk, so unlikely it will be fixed.

    posted in General Discussion •
    RE: Random UI improvements [UI mod]

    Random UI improvements in the mod vault. I putted [UI mod] in title so it's easier to recognize that it's actually a mod name and not just name of the topic where I posted some random things 🙂

    posted in Modding & Tools •
    RE: Random UI improvements [UI mod]

    Yep. That's why I added special cursors for each mode. 2 for reclaim and 1 for hard move. Left mouse button also disables HardMove btw.

    Also I forgot to mention in start post that TML order can also be tweaked so it's placed only on the ground. But there should be 2 versions of it for sure, because sometimes you just zooming out and casually clicking enemy mexes with tml and it's very handy when orders snap to mexes.

    Anyway, if someone want to use it now as default, just change 14 line in this file 'Mods\RUI\hook\lua\ui\game\commandmode.lua' to:

    local selectTolerance = {RULEUCC_Attack = true, RULEUCC_Nuke = true, RULEUCC_Tactical = true}
    
    posted in Modding & Tools •
    RE: Why does reclaiming a building not use the same logic as building a building?

    https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/sim/Unit.lua#L736

    Can add some logic here that adjusts engie's buildpower (unit:SetBuildRate) if the target is live building and then revert it back in unit.OnStopReclaim

    I'm not gonna do it, just giving ideas 😄

    posted in Balance Discussion •
    RE: Random UI improvements [UI mod]

    Yeah, mod is under WTFPL license, so feel free to do anything you want.

    I was thinking about making a pr to fa repo, but then I should probably rework the code a little bit and all that stuff (don't want to spend time on that now). In UI mods everything is simple: it works and doesn't lag to death? Approved. 😄

    posted in Modding & Tools •
    RE: Random UI improvements [UI mod]

    Only with replay parser I guess. If player uses macros there should be a lot of reclaim orders that are related to one object. When macros clicks 10+ times at same rock, player will do 2-3 clicks at max. But yes, with this mod detecting macros requires more efforts

    posted in Modding & Tools •

    Latest posts made by Strogo

    RE: Possible to change ACU zoom level?
    "UI_SelectByCategory [+add] [+nearest] [+idle] [+goto] categoryExpression\n"
            "+add :            add to current selection\n"
            "+nearest :        select only nearest unit matching category\n"
            "+idle :           select only idle units\n"
            "+inview:          select only units in the current view\n"
            "+goto:            goto the unit if it's already selected\n"
    

    No zoom argument here, but this will work too:

    ConExecute('UI_SelectByCategory +nearest +goto COMMAND')
    Camera:SetZoom(zoom,seconds)
    
    posted in Game Issues and Gameplay questions •
    RE: Why does reclaiming a building not use the same logic as building a building?

    https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/sim/Unit.lua#L736

    Can add some logic here that adjusts engie's buildpower (unit:SetBuildRate) if the target is live building and then revert it back in unit.OnStopReclaim

    I'm not gonna do it, just giving ideas 😄

    posted in Balance Discussion •
    RE: Small suggestions topic

    @melanol said in Small suggestions topic:

    Can we fix that annoying thing that resets the currently selected construction tab for various reasons? Like when you selected a T3 engi, switched to T1 to choose something from there, and then an event happens, and you are back in the T3 tab.

    This happens because of Common Mod Tools mod that provides info about player's units to other UI mods. Unfortunately there is no special UI function to get all player's units, so from time to time we have to select ALL units on the map, get info about them and then revert selection back. All this happens in 0.1 sec, so it is not noticeble for your eyes, but still counts as reselection and causes reset of construction tab

    posted in Suggestions •
    RE: Random UI improvements [UI mod]

    Yep. That's why I added special cursors for each mode. 2 for reclaim and 1 for hard move. Left mouse button also disables HardMove btw.

    Also I forgot to mention in start post that TML order can also be tweaked so it's placed only on the ground. But there should be 2 versions of it for sure, because sometimes you just zooming out and casually clicking enemy mexes with tml and it's very handy when orders snap to mexes.

    Anyway, if someone want to use it now as default, just change 14 line in this file 'Mods\RUI\hook\lua\ui\game\commandmode.lua' to:

    local selectTolerance = {RULEUCC_Attack = true, RULEUCC_Nuke = true, RULEUCC_Tactical = true}
    
    posted in Modding & Tools •
    RE: Random UI improvements [UI mod]

    Only with replay parser I guess. If player uses macros there should be a lot of reclaim orders that are related to one object. When macros clicks 10+ times at same rock, player will do 2-3 clicks at max. But yes, with this mod detecting macros requires more efforts

    posted in Modding & Tools •
    RE: Random UI improvements [UI mod]

    Yeah, mod is under WTFPL license, so feel free to do anything you want.

    I was thinking about making a pr to fa repo, but then I should probably rework the code a little bit and all that stuff (don't want to spend time on that now). In UI mods everything is simple: it works and doesn't lag to death? Approved. 😄

    posted in Modding & Tools •
    RE: Random UI improvements [UI mod]

    Random UI improvements in the mod vault. I putted [UI mod] in title so it's easier to recognize that it's actually a mod name and not just name of the topic where I posted some random things 🙂

    posted in Modding & Tools •
    Random UI improvements [UI mod]

    This mod contains some UI improvements that I coded a long time ago but as I stopped playing ~3yrs ago and lost motivation, all these were buried on my harddrive backyard 🙂 Now they finally collected in one mod. Better late than never, right?

    1. EasyReclaim hotkey
    Screenshot_1.png

    New reclaim order that behaves almost same as default one, except that it ignores empty spots and accepts only those clicks that were placed on reclaimable objects. So no more fake orders while manually reclaiming stuff:

    Rec.gif

    2. Attack/nuke orders ignore units and always placed on the ground

    No need to drag attack orders anymore, just put it wherever you want.

    Attack.gif

    3. While using "Move" command it's no longer transform into patrol

    Now you can place as many move orders in one spot as you want. Very useful when dodging with single unit, like t1 arty etc.

    Move.gif

    4. HardMove hotkey for air fights

    Screenshot_2.png

    When HardMove mode is active, all right mouse clicks will be move orders, no matter where they placed, even if there is an enemy unit under cursor. Very useful for ait fights

    HardMove.gif

    That's all for now 🙂

    posted in Modding & Tools •
    RE: 4v4 map list

    Adaptive Crateria. I don't like this map (sorry Morax) because of 2 things:

    1. textures (looks depressive :D). But that's just personal taste so nvm
    2. Early t1 air fights for these crystals fields which are too concentrated and also located too close to mexes. So loosing your transport/engies hurts too much, because your lose both reclaim and mexes, and it's very hard to compete in eco after that.

    My sugesstions:
    Screenshot_1.png

    Also textures on Adaptive Kusoge are so painful for eyes, mb it's just me idk. Anyway Petric is afk, so unlikely it will be fixed.

    posted in General Discussion •
    RE: Small suggestions topic

    Speaking about spread-build/reclaim/tml/whatever orders, they all were in a game a while ago, but we had to remove them as they create a hole for UI mods which automate basically everything as we pass orders and their coordinates from UI to sim, and on UI side you can do whatever you want: make a bot that executes perfect BO for you, auto dodging for engies (still there as spread-move/attack wasn't removed), auto-hovering for bombers etc etc.

    Note for lua coders: to make it works without adding loopholes for abusers, sim function unit:GetCommandQueue() should be modified in engine, so it actually returns a command type, its position an so on, instead of useless pointer to C-object. Mb I will look at it st some point but can't promise anything.

    posted in Suggestions •