2 untenable faults in game

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2 untenable faults in game

Post by guest »

I like the concept of the game, but find these 2 faults untenable: 1. The units will not "stay-put" when told to: 2. When you try to retreat, the units will lurch forward quite a distance, at high speed, straight where you don't want them, then painfully, slowly turn, then come back (if at all) at a low speed, and usually get destroyed in the process. This is just sheer frustration - and it is nothing like real-world, where you would reverse, or turn quickly on the spot and retreat. For these two faults, I may abandon the game, as it is just too frustrating for no real reason. All the best with your project, and I hope my comments are constructive from the point of view of giving totally honest feedback to you. Bye. (Ps, I used to program in c, is there a simple way to disable this "frustration" aspect of the unit movement, and to make the units "stay-put" on command, -if I recompile the code?)

Hi all, as requested by zarel, I have made a new topic for this subject, and I will try the suggestion given:

"Please make a new topic; do not add to unrelated topics.
That said, you can stop units by pressing S (while they are selected)."
guest

Re: 2 untenable faults in game

Post by guest »

Some more feedback: I tried pressing "s" and even capital "S" while units were selected, and it would halt some, but not the ones I would really want to halt, the repair and truck type. It would also not stop a unit from doing the big, slow, painful "dance out in front of the enemy" routine while turning around, even if I "stopped" it first.
It is fun to try something difficult, (like a hard level) for the challenge of it, but if your "tools" are malfunctioning, it turns to disappointing frustration real fast. It is the most natural thing to want a truck to "stop" behind some sheltering object, but there is no way to get them to (that I have found, anyway)
Can anyone tell me what lines of code, in which source files, these 2 problem behaviors could be altered in? (ie: are there ".ini" files, or constants in the code which define whether units can be told to stop completely, and how big a circle to make while turning around?
All the best.
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Zarel
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Re: 2 untenable faults in game

Post by Zarel »

You're not playing the latest version of the game, are you?
guest

Re: 2 untenable faults in game

Post by guest »

version 2.1.3
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Zarel
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Re: 2 untenable faults in game

Post by Zarel »

Get version 2.2.3.
guest

Re: 2 untenable faults in game

Post by guest »

just did, installing it now... (your suggestion made me read your changelogs, I did not realize just how much had been changed in a few months...)
guest

Re: 2 untenable faults in game

Post by guest »

Version 2.2.3 up and running... (win)

Thanks for the help Zarel, I enjoy this version much better!

My impression after a short try out:
1. the construction/repair units seem to stop (fabulous!)
2. Units seem to turn noticably tighter (great!)

Some other suggestions: (...if I dare?) (these are not so important, though)

* The transport aircraft notification-box/countdown-box in top left of screen unrelentingly hides the second message, which is exactly the one I wish to see so very often, as there is generally one message there already, and then I wish to click on a unit to see what sort it is, and the message is almost always hidden by this box, and the first message is in no hurry to disappear, and clicking a second time on the same unit wont create a second message which can be seen. -maybe a setting could detirmine the length of time the messages are displayed? - or maybe the transport-countdown box could optionally be under the game-timer at top right where there are no messages? Just a thought... (I know you can turn all the boxes off with "tab", but the build/etc menus are lost too... and would have to be re-enabled for every use.

* Also, the gamma setting seems to have dissappeared from the game, it is not in key bindings now, and when added with an editor seems to have no effect in the config file? (pity, it was handy...)

All the best, thanks again.
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Re: 2 untenable faults in game

Post by Zarel »

I'll see what I can do about the messages getting covered up. Gamma, however, you'll have to ask a different developer.
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Re: 2 untenable faults in game

Post by cybersphinx »

guest wrote:* Also, the gamma setting seems to have dissappeared from the game, it is not in key bindings now, and when added with an editor seems to have no effect in the config file? (pity, it was handy...)
See #83/r6129.
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Re: 2 untenable faults in game

Post by guest »

Thanks all!

-I can see the reason for the gamma-setting removal, after reading the links...

-I have what I believe may be a very good suggestion in regard to the transport-countdown box blocking the second message at top left of screen, which would blend in very well with your existing setup: -

- simply insert a blank message into second spot whenever the timer is visible, and whenever the message queue is greater then 1 in length, and this would bump the second message to third spot so it is visible below the transport timer? This should preserve the asthetics of your program too...

All the best!
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