AlexHerbert Posted March 27 Share Posted March 27 (edited) Great... ! If only was possible to use Vanilla minimap ... Edited March 28 by AlexHerbert Emoji Quote Link to comment Share on other sites More sharing options...
Arup Posted March 27 Share Posted March 27 ????? @Ginnungagap what's your lobby username??? I thought you ded after your christmas games TT Quote Link to comment Share on other sites More sharing options...
Atrik Posted March 30 Author Share Posted March 30 Currently, when you want to queue a item but you are missing some of the resources for it, the button is simply disabled. I'd like to propose a new system that allow you to queue items in the production queue, that will be added to the queue as soon as you get the resources. This remove some of the time-sensitivity of certain actions. ModernGUI now has this -experimental- feature for techs, and I'm hoping get feedback on it! 1 Quote Link to comment Share on other sites More sharing options...
Ginnungagap Posted March 31 Share Posted March 31 Planning production in advance by placing orders in a queue until the necessary resources become available also seems to me like a good compromise for those who are opposed to autotrain but would like to see an improvement in the current method. I think that to estimate the resources that will be available in the future and planning your queue accordingly when you want to use your attention away from production buildings is also a game mechanic that rewards experienced players and adds a nice new element. 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted 4 hours ago Author Share Posted 4 hours ago Cute little update : I. Handicap setting Now possible to set a handicap just like petra has, for player. Type : /handicap PlayerName Difficulty Example : /handicap Atrik Easy For SP or MP where others have ModernGUI too (will OOS if not). II. New leaderboard section You can now read kills scored by classes of units in this leaderboard section. Very useful as observer. Reminder the kill counter only initialize when actively in the game. Rejoining game will only display kills from when you joined. III. New queue system It is now supported to queue units globally directly in the selection panel. You can queue the units before having the resources, and the production will begin as soon as it can, across owned production buildings. Works also with techs. You also have a hotkey massproduce (same default as vanilla masstribtue; massbarter etc, being Ctrl), for techs, it will research all techs of the chain. You can also queue constructions. Units have this new construction queue and will start building as soon as you can afford the building. Items in queues can be promoted to priority item (Gold color in queue panel). This will have as effect that other items in global queue will not consume resources that the priority item is awaiting. This global queue system is enabled by activating EcoPanels setting. Otherwise the panel is unchanged. Hoping to get feedback on this proposed new system! I personally enjoyed it a lot this past few days while testing it and I think it's amazing, It gives the feeling of serene control I like most when playing. Have fun! 1 Quote Link to comment Share on other sites More sharing options...
Thalatta Posted 2 hours ago Share Posted 2 hours ago 1 hour ago, Atrik said: You can also queue constructions. Units have this new construction queue and will start building as soon as you can afford the building. Who starts building, and when? Since having idle workers is not a good thing, did you code it such that workers have queued tasks that are done when resources are available? (I know I could test it myself, but I've barely played these last weeks). 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted 1 hour ago Author Share Posted 1 hour ago 45 minutes ago, Thalatta said: Who starts building, and when? 2 hours ago, Atrik said: Units have this new construction queue and will start building as soon as you can afford the building. The order flow will be very similar to what you have for foundations when you already have the resources : You select a bunch of units : the builders. Select the building from construction panel and place it. Once you'll have enough resources, the preview will become normal foundation and builders will be called in to build it. Since they're called with pushorderfront, they will actually also go back to previous task (e.g. farming) once done building. So it's almost the same to how it's done with vanilla construction Still need to refine some details, but I make this kind of features trying to introduce neither technicalities nor arbitrary behaviors that's not user-defined... Although it's sometimes unavoidable to make some design choices. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.