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civilis

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Everything posted by civilis

  1. Well, before starting to implement, I'd like to finish (for myself) brainstorming and making up my mind, what to do, for example WHICH columns should be added to this window / list ... Is it a good idea (for experienced players), to have a "target flag" symbol and the ability to call "all near (concentric, relative to their speed) this flag, GOTO it"? For me, it feels like "cheating" to use females for construction of military buildings ... their menu for starting buildings, their bad military parameters, their absence in the barracks list of trainable units seem to imply this - so it shouldn't be possible to assign them to military construction sites?! I don't like it at all, that task switches between food, wood, stone, metal always waste already gathered resources. To avoid it is micromanagement from hell. So I would prefer a switch mode, which finishes the current transaction (until delivery to storage yard) and then begins the new task. The current behavior ("abort task") I would like as possible alternative to it in case of emergency.
  2. Thanks for this new, helpful info! In this case that is the Health status bar. I suggest also another / additional one: Production Progress status bar (maybe in black & white). For finished buildings the progress of what they are producing: improvements like basket, iron ax or sheep, Hoplites ... Also units have this one, the progress of their food, wood etc. harvest. Could use shiftTAB (if unused). Yes, Imarok is right, I mean a window, which might be kept open all the time (in windowed mode, not FullScreen). It could consist of columns for units and associated details and should be sortable by every column, which means it can be sorted by type giving an easy overview how many units of any type you have (maybe subcriterium: invisible production timestamp or a visible generic unique number, eg. Hoplite #12), or sorted by current task (idle, garrisoned/healing, moving to somewhere, (fighting?), producing food, wood, stone, metal) giving an easy overview how many units are doing what ... Sorted by health (relative to standard value) could be used for example to select the most injured (and move to next temple or so). Sorted by location could use own, neutral or enemy territory and additionally the sphere of the CivicCenter ("district") in which they are currently to show units sorted together, which are on the map "together". Another possibility would be the option to place a flag or Ankh symbol on the map and to sort units by the (concentric) distance from this symbol to select easily the nearest units (absolute or relative to their speed) ... In general the units should be selectable like files in the filemanager (drag and modify with shift / ctrl). Also clicking on a unit could simply center the camera on it. Selections in this list could be also used to group units (instead of picking them on the map).
  3. 1. Today I found out, that it is possible to lay down the initial structure of eg. a barracks with a male far away (and returning him immediately to his former job, so he hasn't to come the long way at all) and then actually build the military building with a group of females by assigning them to the construction site ... ??? (At least, i hadn't expected that.) 2. Have I posted this in the wrong place?
  4. Thanks A LOT jonbaer for your marvelous 0ad-speed-mod.zip!!! Finally I got it running ... I have no idea what was going wrong, but it all boiled down to DELETING OR RENAMING ~/.config/0ad/config/user.cfg and COPYING OR RENAMING it back (while game running). I changed its local.cfg to: [hotkey] session.speedUp = "Home" session.speedDown = "End" and its speed.xml to: [...] <object hotkey="session.speedUp"> <action on="Press"> Engine.SetSimRate(Engine.GetSimRate()*2); [...] <object hotkey="session.speedDown"> <action on="Press"> Engine.SetSimRate(Engine.GetSimRate()/2); [...] and now I LOOOOOVE it. Thanks again for your great help ... (We only can look so far, because we are standing on the shoulders of giants.)
  5. That's true, but especially in the beginning the treasury is empty quite often ... I like this idea too. So I propose, to let the normal queuing as it is (left-click) AND to add another queuing mode (invoked eg. with ctrl-left-click & using icons with different colored border or background) with unpaid units. Of course this queues stop when the resources are missing. New queuing mode icons could be appended behind the normal queues with already paid icons. This new queuing mode would also allow to repeat the selected unit production until stopped (maybe invoked with alt-left-click).
  6. Thanks jonbaer. Unfortunately you seem to be too far ahead for me. (I had tried already to lay the Pause-function on the easy accessable Space-key with local.cfg, but with no success: so far this only works with a "dirty" default.cfg patch - something I'm doing wrong here, but for now I don't want to investigate further) Meanwhile I found out, that the normal Save-function doesn't "kill" the quicksave (only the normal Load-function does this, ie. the exit before the Load). So I always make now a quicksave & a normal Save immediately thereafter and have all I want. (@GunChleoc: not for my taste 1.) I want the control, when a save is done 2.) 5-10 saves ... and the "exit, continue, Load, restore speed" sequence to find out which save I want to use for continuing the game??!!!) Right now I'm missing most for buildings under construction a permanent bar or simply the %-number of completion above the building (not only when selected or mouse-over) For CivicCenter, Barracks & Corral the same, permanent %-number of completion of the active production, and the already triggered (paid) production-queue. Well, if this seems too "ugly" it could be toggled on/off. (I'd like it on all the time ) Last I like to suggest a list of units, with status, what they are doing, where they are (option: select unit, center camera on it), their health (absolute and/or relative to the standard value). Ideally this list could be sortable chronological (time of production), by unit type, their health or distance to a sign on the map. This sign could be a simple flag, ankh-symbol or so.
  7. Thanks a lot! Works great. (I use now speeds less extreme than intended: 0.01 / 0.05 / 0.10 / 0.25 / 0.50 / 1.0 / 1.33 / 2.0) Speeding up & down with PageUp & PageDown would be perfect. I moved the "Default": true to 0.10, but this seems to be ignored: the game starts and reloads always with speed = 1
  8. I have played thousands of hours SimCity, PanzerGeneral, Civ I-IV, Imperialism, Pharao&Emperor ... but was reluctant so far with RTS. (So please have mercy with me, if you think, my suggestions are weird. ) 1. I found Tutorials by mistake and too late, because of finding out its contents already by try & error. Appearing at the Entry Menu (in "Single Player" or maybe "Learn to play") as explicit item would help Newbies looking for a Tutorial. 2. I would like to have access to quicksave~ (the quicksave before the last). So in case I detect an playing-error in quicksave, I could start again from quicksave~ (and have always 2 valid quick safeties to choose from, eg. Shift(F7 and F8)). Ideally those two would also appear in the normal list of savegames. (Helpful to see which save is the latest.) 3. I suggest a "normal" Load button next to "Save" in the F10 Menu giving the normal list of savegames. This Load shouldn't change the gameSpeed. (Now it is a lot of clicking: exit, continue, Load, restore speed ...) 4. GameSpeeds 0.01 and 0.00001. The first to actually WATCH sometimes and look at this beautiful virtual world, not just playing the game. The latter for having the game functioning normal, but securely remove ALL hurry between any inputs. Ideally speed could be in- or decreased by key pairs like PageUp and PageDown or Shift(+ and -). Maybe for Single Player the speed definition numbers could be in a modifiable configuration file?
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