Forged Alliance Forever Forged Alliance Forever Forums 2015-12-07T16:58:04+02:00 /feed.php?f=42&t=11227 2015-12-07T16:58:04+02:00 2015-12-07T16:58:04+02:00 /viewtopic.php?t=11227&p=115289#p115289 <![CDATA[Re: Two suggestions]]>

And also; my suggestion is about a detail you could improve in FAF for everyone, not for specifically myself.

Statistics: Posted by NodCommander — 07 Dec 2015, 16:58


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2015-12-07T04:47:08+02:00 2015-12-07T04:47:08+02:00 /viewtopic.php?t=11227&p=115280#p115280 <![CDATA[Re: Two suggestions]]> Statistics: Posted by briang — 07 Dec 2015, 04:47


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2015-12-07T01:05:01+02:00 2015-12-07T01:05:01+02:00 /viewtopic.php?t=11227&p=115274#p115274 <![CDATA[Re: Two suggestions]]>
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hold on tight! its time to argue about something irrelevant and requires you to be really picky and rely on technicalities, missing the general point!

the flaw in briangs argument is that its kinda assuming that every other change you dont want except the one that's mentioned. or rather, that every single change corresponds to a reason to play or not.

it goes a bit like this - surely if there are so many changes then there's 0 point in giving one reason to play it vs 9999 potential reasons not to

if that were the case then i would agree.

but in reality the changes can be split into 3 categories: changes you like , changes you dont like, changes you're unsure about (either cos you dont know about them or you dont care or they dont make a difference to you or they are small, ect ect)

the changes you're unsure about can be discounted because they arent a reason to (not) play the mod.
also there are reasons that dont really depend on the mod itself: its unranked, its "different". these are present for most mods so they will be accounted for only at the very end.

judging by peoples reviews of the mod, the changes that people dont like are fewer than changes that people like. each single person found at most 3 different things they didn't like (usually 0 or 1, a couple of people had 2)
some people didn't notice any changes (at least 8 by now)
some people didn't notice they had played a game with the mod on (at least 3 people xDD)
(bonus) a couple of people thought they were playing with the mod when it was disabled!
mostly single favorable changes were not mentioned (only a couple of people) instead there were often statements like "overall i like it"

also, currently all except one complaint about the mod (legit ones that we could keep track of), were addressed in some way or another (i.e. sth was changed in the mod).

so based on this evidence (gathered from interviews with people after games)

i would say that there are more favorable changes that unfavorable, and there are even more changes that dont fall into either category.

hence, giving even 1 reason to play this mod vs a potential (currently there are 4 possible improvements in work and 1(!) complaints unsolved) few reasons not to is completely reasonable.

have a nice day.
would still appreciate it if you actually gave feedback on the mod instead of ... whatever it is you're doing

hugs from Retard

Statistics: Posted by Exotic_Retard — 07 Dec 2015, 01:05


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2015-12-06T23:10:50+02:00 2015-12-06T23:10:50+02:00 /viewtopic.php?t=11227&p=115268#p115268 <![CDATA[Re: Two suggestions]]>
briang wrote:
It contains the entire alphabet worth of changes.

again wrong. It contain more as 3 tousands change or hundred+ complex change, what is more as 80 alphabets, not only one. :twisted: Dont tort me.

I use this replic when see that someone have (good) suggestion that is already done in equilibrium. I can also say that "yes this is good suggestion i was also think about it in past" and create new and new page on forum that will go nowhere, because nothing will happend. Everyone except new people and naive idealist know that nothing from what is suggested on forum would be true until... new milenium?
So my replic is probably only hope where people can found they suggestion be reality. And i start use it because lot of stuff that people already suggest is already done, what mean that lot of stuff that people want i also want. And you probably too.

When its 80+ alfabets of change of course that some of them would not be liked (accepted) by everyone. But it also happend on normal game, otherwise people will not suggest change.

Statistics: Posted by Ithilis_Quo — 06 Dec 2015, 23:10


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2015-12-06T22:49:31+02:00 2015-12-06T22:49:31+02:00 /viewtopic.php?t=11227&p=115267#p115267 <![CDATA[Re: Two suggestions]]> Statistics: Posted by briang — 06 Dec 2015, 22:49


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2015-12-06T21:02:11+02:00 2015-12-06T21:02:11+02:00 /viewtopic.php?t=11227&p=115261#p115261 <![CDATA[Re: Two suggestions]]> Image
Spoiler: show
but seriously you are getting pissy over a technicality?

well then lets begin our adventure:

so ithilis logic is a bit like this:
you like X
Y contains X
this is a reason to like Y

seems pretty simple to me.


what youre saying kinda like this - "yeah but it also contains Z which you didnt mention and thats a reason not to like Y!"

while that might be technically true, it doesnt stop the original ithilis logic from being fine. hes basically saying this is a reason to play his mod. and hes been posting these quite a few times now, so i guess that means there are many reasons to play his mod?

i also like how you attack his logic but not the actual mod, if you find something at fault in there then do tell, since i dont think ive heard any specific things yet

in any case i would rather read 0 salt posts on the balance forum than 20, have a nice day ;)
honestly in a normal game you never see labs so its ok for mantis to have a lab icon. its only if you use labs for some absurd reason does this become an issue. since there is so much flame over labs im quite sure they will be never changed so this is kinda a non issue.

the other reason to change the icon is for consistency reasons - mantis have the same role as strikers, so why not the same icon as well?

as for the acu upgrade improvement, im all for it, it sort of makes sense to me that you should be able to queue upgrades anyway

hope this helps

Statistics: Posted by Exotic_Retard — 06 Dec 2015, 21:02


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2015-12-06T18:41:09+02:00 2015-12-06T18:41:09+02:00 /viewtopic.php?t=11227&p=115253#p115253 <![CDATA[Re: Two suggestions]]>
Ithilis_Quo wrote:
ax0lotl wrote:Change the strategic icon for the Mantis, just like it was done for The Brick and Percival. Why? Because early game it can be hard to tell what unit is what between Hunters and Mantis.


This work as this in Equilibrium mod, for this reason mantis have same icon as other t1tanks it dont meahup.

And you dont even need wait another half year or more time while zock do something....


Normal Ithilis logic: "You should come play my mod that changes the entire game just because it has a better icon for the mantis!" This is exactly what I and four or five other people asked you to stop doing a few months back. I would rather read 20 troll posts on the balance forum than these.

Statistics: Posted by briang — 06 Dec 2015, 18:41


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2015-12-06T08:51:40+02:00 2015-12-06T08:51:40+02:00 /viewtopic.php?t=11227&p=115242#p115242 <![CDATA[Re: Two suggestions]]>
NodCommander wrote:
ZeRen wrote:
NodCommander wrote:Hello!

I had two suggestions, I am not sure if it has been discussed already or not but here it goes:

Change the strategic icon for the Mantis, just like it was done for The Brick and Percival. Why? Because early game it can be hard to tell what unit is what between Hunters and Mantis.

Secondly. The ACU management improvements that comes with the new version of the "Notify" mod really seems like general game polish. You know, like, being able to queue up upgrades or buildings after an upgrade. Why not add this, without the notification stuff?

There might have been one more thing I thought of, but I do not remember it at this point... I will get back on it if I remember it!

you can change it your self, there is a mod Advance strategic icons, if you dont like neither vanila nor ASI you can make your own( like I did :D )


I would but I know absolutely nothing about modding the SupCom enginge or FAF. :oops:

for this you dont need any modding skill (only if you want make your own icon you need basic of doing grafic-GIMP is perfect for start)

I uploaded ASI file, just put it into:
C:/programy files(this is hiden folder, make it show in options) / FAForever(or something like that) / gamedata(right in this folder)
now run game and test it

// pretty much all icons are changed from vanila, icons I made in this file are for MEXEs,Engies,Power gens,SMD and maybe few more - the rest icons I didnt make

/// you can edit the filem, just extract by 7zip (you need this one), after extraction you can change and delete all icons you dont like(the game will use vanila ones) and then pack it again (use 7zip, choice zip format, change name to "Advanced strategic icons.nxt" and that should be it

//// dont know how is it with manta-LAB icon but you can try this and maybe change as you want ;)
btw, GIMP and photoshop need some addon to open icon pictures, I can upload it for GIMP if you want, dont have it for photoshop though

Statistics: Posted by ZeRen — 06 Dec 2015, 08:51


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2015-12-06T03:25:52+02:00 2015-12-06T03:25:52+02:00 /viewtopic.php?t=11227&p=115234#p115234 <![CDATA[Re: Two suggestions]]>
ax0lotl wrote:
Change the strategic icon for the Mantis, just like it was done for The Brick and Percival. Why? Because early game it can be hard to tell what unit is what between Hunters and Mantis.


This work as this in Equilibrium mod, for this reason mantis have same icon as other t1tanks it dont meahup.

And you dont even need wait another half year or more time while zock do something....

Statistics: Posted by Ithilis_Quo — 06 Dec 2015, 03:25


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2015-12-05T14:16:09+02:00 2015-12-05T14:16:09+02:00 /viewtopic.php?t=11227&p=115218#p115218 <![CDATA[Re: Two suggestions]]>
ZeRen wrote:
NodCommander wrote:Hello!

I had two suggestions, I am not sure if it has been discussed already or not but here it goes:

Change the strategic icon for the Mantis, just like it was done for The Brick and Percival. Why? Because early game it can be hard to tell what unit is what between Hunters and Mantis.

Secondly. The ACU management improvements that comes with the new version of the "Notify" mod really seems like general game polish. You know, like, being able to queue up upgrades or buildings after an upgrade. Why not add this, without the notification stuff?

There might have been one more thing I thought of, but I do not remember it at this point... I will get back on it if I remember it!

you can change it your self, there is a mod Advance strategic icons, if you dont like neither vanila nor ASI you can make your own( like I did :D )


I would but I know absolutely nothing about modding the SupCom enginge or FAF. :oops:

Statistics: Posted by NodCommander — 05 Dec 2015, 14:16


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2015-12-05T10:11:03+02:00 2015-12-05T10:11:03+02:00 /viewtopic.php?t=11227&p=115215#p115215 <![CDATA[Re: Two suggestions]]>
NodCommander wrote:
Hello!

I had two suggestions, I am not sure if it has been discussed already or not but here it goes:

Change the strategic icon for the Mantis, just like it was done for The Brick and Percival. Why? Because early game it can be hard to tell what unit is what between Hunters and Mantis.

Secondly. The ACU management improvements that comes with the new version of the "Notify" mod really seems like general game polish. You know, like, being able to queue up upgrades or buildings after an upgrade. Why not add this, without the notification stuff?

There might have been one more thing I thought of, but I do not remember it at this point... I will get back on it if I remember it!

you can change it your self, there is a mod Advance strategic icons, if you dont like neither vanila nor ASI you can make your own( like I did :D )

Statistics: Posted by ZeRen — 05 Dec 2015, 10:11


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2015-12-05T02:48:37+02:00 2015-12-05T02:48:37+02:00 /viewtopic.php?t=11227&p=115208#p115208 <![CDATA[Re: Two suggestions]]> Statistics: Posted by Zock — 05 Dec 2015, 02:48


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2015-12-05T00:52:48+02:00 2015-12-05T00:52:48+02:00 /viewtopic.php?t=11227&p=115202#p115202 <![CDATA[Re: Two suggestions]]>
NodCommander wrote:
The ACU management improvements that comes with the new version of the "Notify" mod really seems like general game polish. You know, like, being able to queue up upgrades or buildings after an upgrade. Why not add this, without the notification stuff?

I agree. For instance when you have RAS and want to replace it with shield, in the unmodded version you get a message "do you really want to replace this upgrade", you say yes, then you lose your old upgrade but the new one doesn't start, you have to give the order again. That seems like a bug, and the Notify mod fixes it! Fixes like that belong in the general FAF distribution.

Statistics: Posted by ax0lotl — 05 Dec 2015, 00:52


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2015-12-05T00:29:46+02:00 2015-12-05T00:29:46+02:00 /viewtopic.php?t=11227&p=115201#p115201 <![CDATA[Two suggestions]]>
I had two suggestions, I am not sure if it has been discussed already or not but here it goes:

Change the strategic icon for the Mantis, just like it was done for The Brick and Percival. Why? Because early game it can be hard to tell what unit is what between Hunters and Mantis.

Secondly. The ACU management improvements that comes with the new version of the "Notify" mod really seems like general game polish. You know, like, being able to queue up upgrades or buildings after an upgrade. Why not add this, without the notification stuff?

There might have been one more thing I thought of, but I do not remember it at this point... I will get back on it if I remember it!

Statistics: Posted by NodCommander — 05 Dec 2015, 00:29


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