Forged Alliance Forever Forged Alliance Forever Forums 2017-05-21T16:19:05+02:00 /feed.php?f=42&t=10159 2017-05-21T16:19:05+02:00 2017-05-21T16:19:05+02:00 /viewtopic.php?t=10159&p=149347#p149347 <![CDATA[Re: Add missing buildings to Hotbuild]]> fixed and works like a charm

Statistics: Posted by PhilipJFry — 21 May 2017, 16:19


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2017-05-21T14:24:16+02:00 2017-05-21T14:24:16+02:00 /viewtopic.php?t=10159&p=149345#p149345 <![CDATA[Re: Add missing buildings to Hotbuild]]>
PhilipJFry wrote:
just installed your mod and started a sandbox with it but it seems like the hotbuild keys are still the same
is there anything i need to do for this to work other than extracting the mod in my mod folder and enable it for the game?
Spoiler: show
tested with 3682 patch no other mods were enabled



I just did what you did and works for me

Mods/Hotbuild Extra Buildings/hook/lua/keymap -- this is how folder structure should look

Statistics: Posted by ZeRen — 21 May 2017, 14:24


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2017-05-21T12:36:46+02:00 2017-05-21T12:36:46+02:00 /viewtopic.php?t=10159&p=149342#p149342 <![CDATA[Re: Add missing buildings to Hotbuild]]> is there anything i need to do for this to work other than extracting the mod in my mod folder and enable it for the game?
Spoiler: show
tested with 3682 patch no other mods were enabled

Statistics: Posted by PhilipJFry — 21 May 2017, 12:36


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2017-05-13T14:11:13+02:00 2017-05-13T14:11:13+02:00 /viewtopic.php?t=10159&p=148627#p148627 <![CDATA[Re: Add missing buildings to Hotbuild]]>
changes:

TMD: (T key)
-TMD
-SMD
-engi station

MassFab: (D key)
- t3 land suport fac
- t3 air suport fac
- t3 navy suport fac
- t2 land suport fac
- t2 air suport fac
- t2 navy suport fac

Upgrades: (F key - I think) - was empty so why not fill it up
- upgrade
- energy storage

Engineering_Station: (H key)
-mass storage
-mass fabs T2
-mass fabs T3

if suggestions...

Statistics: Posted by ZeRen — 13 May 2017, 14:11


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2017-05-19T13:21:42+02:00 2017-05-12T23:55:02+02:00 /viewtopic.php?t=10159&p=148547#p148547 <![CDATA[Re: Add missing buildings to Hotbuild]]> Statistics: Posted by R_Charger — 12 May 2017, 23:55


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2016-04-21T14:32:58+02:00 2016-04-21T14:32:58+02:00 /viewtopic.php?t=10159&p=125683#p125683 <![CDATA[Re: Add missing buildings to Hotbuild]]> energy storage is good addition, allow to free 1 hotkey. Only thing that is kinda weird is that it isn't fix through all the tech level of engie/com. need to press 3 times the hotkey for T1 engie, but 4 times for a T2 engie... can be disturbing in game when you have to build an emergency e storage.
actually i never build T2/T3 assist factory so can't tell much here. (only upgrade T1 to T2 and T2 to T3; rare occasion is when i've too much mass, and no mexx to upgrade)

edit : i've remove the line about mass storage in the ui mod, it's already way better

Statistics: Posted by keyser — 21 Apr 2016, 14:32


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2015-07-13T14:20:36+02:00 2015-07-13T14:20:36+02:00 /viewtopic.php?t=10159&p=104133#p104133 <![CDATA[Re: Add missing buildings to Hotbuild]]>
If there is no HQ, W will make a HQ
If there is one, W will make support facs.

Statistics: Posted by Zock — 13 Jul 2015, 14:20


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2015-07-06T08:09:43+02:00 2015-07-06T08:09:43+02:00 /viewtopic.php?t=10159&p=103320#p103320 <![CDATA[Re: Add missing buildings to Hotbuild]]>
https://www.dropbox.com/s/2injwyyx36je6 ... prefs?dl=0
https://www.dropbox.com/sh/vz8vg3f2e4vr ... u_OZa?dl=0

Disclaimer, it needs you to open the key bind menu when you start a game, in practice this just means hitting f1 twice as you spawn.

Statistics: Posted by Sir Prize — 06 Jul 2015, 08:09


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2015-07-05T20:22:56+02:00 2015-07-05T20:22:56+02:00 /viewtopic.php?t=10159&p=103269#p103269 <![CDATA[Re: Add missing buildings to Hotbuild]]>
Zock wrote:
It should be t3 land, air, navy then t2 land, air navy. How often do you want to make t2 factories on t3 stage? But it should indeed be an extra key different from normal factories.


change by Zock´s idea

Statistics: Posted by ZeRen — 05 Jul 2015, 20:22


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2015-07-04T22:16:03+02:00 2015-07-04T22:16:03+02:00 /viewtopic.php?t=10159&p=103160#p103160 <![CDATA[Re: Add missing buildings to Hotbuild]]>
Zock wrote:
It should be t3 land, air, navy then t2 land, air navy. How often do you want to make t2 factories on t3 stage? But it should indeed be an extra key different from normal factories.

hm good point, I´ll change it

Statistics: Posted by ZeRen — 04 Jul 2015, 22:16


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2015-07-04T19:55:01+02:00 2015-07-04T19:55:01+02:00 /viewtopic.php?t=10159&p=103122#p103122 <![CDATA[Re: Add missing buildings to Hotbuild]]>
Adding quantum gate is nice too.

My idea was to create an extra key for mass/energy storage, but putting them on mex/pg keys might be even better.

Statistics: Posted by Zock — 04 Jul 2015, 19:55


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2015-07-04T18:29:02+02:00 2015-07-04T18:29:02+02:00 /viewtopic.php?t=10159&p=103104#p103104 <![CDATA[Re: Add missing buildings to Hotbuild]]> Statistics: Posted by CodingSquirrel — 04 Jul 2015, 18:29


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2015-07-04T14:39:40+02:00 2015-07-04T14:39:40+02:00 /viewtopic.php?t=10159&p=103077#p103077 <![CDATA[Re: Add missing buildings to Hotbuild]]> now I were able to improve it for my self, thx again :)

my change:
builders: (W key)
- t1 land fac
- t1 air fac
- t1 navy fac
- quantum gate

TMD: (T key)
-TMD
-SMD
-engi station

MassFab: (D key)
- t3 lan suport fac
- t2 land suport fac
- t3 air suport fac
- t2 air suport fac
- t3 navy suport fac
- t2 navy suport fac

I removed mass fabs, becouse I dont use T3 and T2 I have on template and engi station in TMD tab becouse why not 8-)
mass storage a power storage stay as CodingSquirrel did

I hope CodingSquirrel dont mind

Statistics: Posted by ZeRen — 04 Jul 2015, 14:39


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2015-07-01T01:56:28+02:00 2015-07-01T01:56:28+02:00 /viewtopic.php?t=10159&p=102644#p102644 <![CDATA[Re: Add missing buildings to Hotbuild]]> Statistics: Posted by Vee — 01 Jul 2015, 01:56


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2015-07-01T01:37:04+02:00 2015-07-01T01:37:04+02:00 /viewtopic.php?t=10159&p=102640#p102640 <![CDATA[Re: Add missing buildings to Hotbuild]]>
To be consistent with the existing hotbuild ordering I kept all of the tiers of a building type together. I based that mainly off of how the Sensors group works. It's all 3 tech levels of radar then all three (two) tech levels of sonar.
So that would be:
T3 L
T2 L
T1 L
T3 A
T2 A
T1 A
T3 N
T2 N
T1 N
QG

I agree it's not the most usable system, but I think it works just a bit better than the alternative. With your suggestion If you only upgrade Air that's what would come up first instead of land. So whichever way you slice it you're not going to keep a constant ordering.

The good thing though is that it's really easy to edit the ordering to your liking by modifying the buildingtab.lua file.

Statistics: Posted by CodingSquirrel — 01 Jul 2015, 01:37


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