Forged Alliance Forever Forged Alliance Forever Forums 2017-08-18T17:13:19+02:00 /feed.php?f=2&t=14836 2017-08-18T17:13:19+02:00 2017-08-18T17:13:19+02:00 /viewtopic.php?t=14836&p=153244#p153244 <![CDATA[Re: Patch 3686 Preview]]>
Lich King wrote:
I know why the change was done but it's very easy to get used to it. Guess it's mod time.

viewtopic.php?f=2&t=14612

Statistics: Posted by PhilipJFry — 18 Aug 2017, 17:13


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2017-08-18T17:03:08+02:00 2017-08-18T17:03:08+02:00 /viewtopic.php?t=14836&p=153243#p153243 <![CDATA[Re: Patch 3686 Preview]]> Statistics: Posted by Lieutenant Lich — 18 Aug 2017, 17:03


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2017-08-18T10:45:16+02:00 2017-08-18T10:45:16+02:00 /viewtopic.php?t=14836&p=153228#p153228 <![CDATA[Re: Patch 3686 Preview]]>
Lich King wrote:
Unbinding energy storage from the pgen button is rather inconvenient since now I can't just press the pgen button thrice and then LMB and have the storage be built, I have to go into the build menu, find the e storage and then place it. That loses quite a lot of time and time is of the essence in teamgames and ladder especially. Can this be undone?


the e storage was removed because people might build e storage by accident
if you want to have the e storage on the pgen hotbuild hotkey you can use the mod that joonas linked

Statistics: Posted by PhilipJFry — 18 Aug 2017, 10:45


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2017-08-17T22:54:16+02:00 2017-08-17T22:54:16+02:00 /viewtopic.php?t=14836&p=153222#p153222 <![CDATA[Re: Patch 3686 Preview]]> Statistics: Posted by JoonasTo — 17 Aug 2017, 22:54


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2017-08-17T20:33:18+02:00 2017-08-17T20:33:18+02:00 /viewtopic.php?t=14836&p=153220#p153220 <![CDATA[Re: Patch 3686 Preview]]>

Statistics: Posted by IceDreamer — 17 Aug 2017, 20:33


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2017-08-17T18:47:07+02:00 2017-08-17T18:47:07+02:00 /viewtopic.php?t=14836&p=153219#p153219 <![CDATA[Re: Patch 3686 Preview]]> viewtopic.php?f=2&t=14612&start=30#p153075

Statistics: Posted by JoonasTo — 17 Aug 2017, 18:47


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2017-08-17T17:15:10+02:00 2017-08-17T17:15:10+02:00 /viewtopic.php?t=14836&p=153213#p153213 <![CDATA[Re: Patch 3686 Preview]]> Statistics: Posted by Lieutenant Lich — 17 Aug 2017, 17:15


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2017-08-16T04:13:26+02:00 2017-08-16T04:13:26+02:00 /viewtopic.php?t=14836&p=153174#p153174 <![CDATA[Re: Patch 3686 Preview]]>
IceDreamer wrote:
Noted. Changing, adjusting, improving in response to feedback as players get used to how the new version works and learn not to treat it the same, yes. Straight up reverting to the old, no. We'll be able to present better response in a few days I suspect.


L e l

Statistics: Posted by TheKoopa — 16 Aug 2017, 04:13


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2017-08-16T00:48:08+02:00 2017-08-16T00:48:08+02:00 /viewtopic.php?t=14836&p=153171#p153171 <![CDATA[Re: Patch 3686 Preview]]> Statistics: Posted by IceDreamer — 16 Aug 2017, 00:48


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2017-08-14T21:12:57+02:00 2017-08-14T21:12:57+02:00 /viewtopic.php?t=14836&p=153105#p153105 <![CDATA[Re: Patch 3686 Preview]]> I like the patch otherwise and good job on it, but could we revert this air formation change? Basically microing air units is like you would've microed them with group move on with previous patch. Air micro is something very basic in this game, changing that is like swapping out foundations of some 10+ story building imo.

Statistics: Posted by Viba — 14 Aug 2017, 21:12


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2017-07-27T21:39:20+02:00 2017-07-27T21:39:20+02:00 /viewtopic.php?t=14836&p=152586#p152586 <![CDATA[Re: Patch 3686 Preview]]> Statistics: Posted by IceDreamer — 27 Jul 2017, 21:39


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2017-07-27T13:24:53+02:00 2017-07-27T13:24:53+02:00 /viewtopic.php?t=14836&p=152555#p152555 <![CDATA[Re: Patch 3686 Preview]]>
KeyBlue wrote:
@biass: make a FAF suggestion with how you would design that (mainly how would other players see what you've picked) and provide with all assets necessary. If you do that me or maybe somebody else will do the coding part.


You don't really need to create any extra assets if you want to implement it quickly

Steps to how i would do it:
Remove random from the top middle bar, align remaining icons accordingly
Change on selection state from size change (on observation, i think that size change looks pretty stupid, it works, but it is stupid) to a box background similar to ladder (add some transparency)

For seeing who picked what, either A:
Keep the ""random"" 4 dots and when you hover over another player's faction selection* bring up a hover saying something along the lines of "This player has picked X, Y, Q"
or B:
Array the 4 dots in a horizontal line on the faction selection* screen, omit or reveal those 4 dots according to the factions chosen
i'm aware the 4 dots are not 4 separate entities, thus i think choice A is better

I think adding it just like that would already serve as a great addition to team-games, it's great to be able to choose factions without being cursed with the chance of getting a faction bad for the map or that one faction you didnt really like this week etc.

Spoiler: show
Faction selection* refers to this; incase i was unclear
Image

Statistics: Posted by biass — 27 Jul 2017, 13:24


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2017-07-23T07:18:20+02:00 2017-07-23T07:18:20+02:00 /viewtopic.php?t=14836&p=152342#p152342 <![CDATA[Re: Patch 3686 Preview]]> Statistics: Posted by MrNukealizer — 23 Jul 2017, 07:18


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2017-07-23T00:55:42+02:00 2017-07-23T00:55:42+02:00 /viewtopic.php?t=14836&p=152336#p152336 <![CDATA[Re: Patch 3686 Preview]]> Allowing split wall build might affect balance.

Statistics: Posted by nine2 — 23 Jul 2017, 00:55


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2017-07-22T16:17:57+02:00 2017-07-22T16:17:57+02:00 /viewtopic.php?t=14836&p=152315#p152315 <![CDATA[Re: Patch 3686 Preview]]>
Anihilnine wrote:
May I ask what the changes to already attack were? I wonder if it can spread build, move and reclaim orders. For example, building a long wall. I also wonder if it has been performance tested just because I know spread attack can bring down slow systems

Spread attack can handle pretty much any targeted order except build, load/unload transports, or teleport. So no, it can't help with a long wall. That does seem to be commonly requested and I'll see what I can do about that next patch. Last time I checked there were a couple technical hurdles to overcome and I wasn't nearly as familiar with the FAF codebase when I was working on that.

The performance definitely hasn't gotten any better, and may actually be a tiny bit worse. That's unavoidable since it involves reissuing every command individually for every unit, and there doesn't appear to be any way to get the same functionality without the performance problems. I suppose it might be possible to spread things out over a short time to avoid a temporary freeze when there are a lot of orders, but that's not in this patch.

Statistics: Posted by MrNukealizer — 22 Jul 2017, 16:17


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