Forged Alliance Forever Forged Alliance Forever Forums 2018-03-15T02:44:23+02:00 /feed.php?f=45&t=11336 2018-03-15T02:44:23+02:00 2018-03-15T02:44:23+02:00 /viewtopic.php?t=11336&p=161764#p161764 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652)]]> Statistics: Posted by HUSSAR — 15 Mar 2018, 02:44


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2018-03-14T19:30:32+02:00 2018-03-14T19:30:32+02:00 /viewtopic.php?t=11336&p=161758#p161758 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652)]]> Now the Novax center is in two categories: factories and a defensive structure. But I think that every unit should be marked only once. It is bug or not?

Statistics: Posted by PerfectWay — 14 Mar 2018, 19:30


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2016-04-22T07:57:39+02:00 2016-04-22T07:57:39+02:00 /viewtopic.php?t=11336&p=125738#p125738 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652)]]>
thiextar wrote:
... i dont have a github account so im sorry that i didnt write this there.


I will investigate and report this issue on your behalf. Thanks for trying this new feature and I'm glad that you like it.
https://github.com/FAForever/fa/issues/1214

Statistics: Posted by HUSSAR — 22 Apr 2016, 07:57


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2016-04-20T09:34:38+02:00 2016-04-20T09:34:38+02:00 /viewtopic.php?t=11336&p=125550#p125550 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652)]]>
i dont have a github account so im sorry that i didnt write this there.

Statistics: Posted by thiextar — 20 Apr 2016, 09:34


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2016-04-18T18:57:03+02:00 2016-04-18T18:57:03+02:00 /viewtopic.php?t=11336&p=125495#p125495 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652)]]> GitHub link https://github.com/FAForever/fa/issues/1204

Statistics: Posted by PerfectWay — 18 Apr 2016, 18:57


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2016-04-15T22:33:55+02:00 2016-04-15T22:33:55+02:00 /viewtopic.php?t=11336&p=125354#p125354 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652)]]> Statistics: Posted by PerfectWay — 15 Apr 2016, 22:33


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2016-04-15T20:44:34+02:00 2016-04-15T20:44:34+02:00 /viewtopic.php?t=11336&p=125336#p125336 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652)]]>
PerfectWay wrote:
Excellent work! In addition to the restrictions of units it is also a good way to look the characteristics of units.
Today, I noticed a few issue related to the economic characteristics of the units.
T2 Mass Fabs show "Mass production: 0", but it should be 1
ACUs all faction and SACUs (except Seraphim) also show "Mass production: 0", but it should be 1

Thanks for trying the new Units Manager and I'm glad you like it :)

I reported your findings as an issue # 1202 on github: https://github.com/FAForever/fa/issues/1202

If you find more issues then please report them on github website: https://github.com/FAForever/fa/issues

Statistics: Posted by HUSSAR — 15 Apr 2016, 20:44


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2016-04-15T19:02:11+02:00 2016-04-15T19:02:11+02:00 /viewtopic.php?t=11336&p=125309#p125309 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652)]]> Today, I noticed a few issue related to the economic characteristics of the units.
T2 Mass Fabs show "Mass production: 0", but it should be 1
ACUs all faction and SACUs (except Seraphim) also show "Mass production: 0", but it should be 1

Statistics: Posted by PerfectWay — 15 Apr 2016, 19:02


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2016-03-20T22:44:59+02:00 2016-03-20T22:44:59+02:00 /viewtopic.php?t=11336&p=123253#p123253 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652+)]]> Statistics: Posted by thiextar — 20 Mar 2016, 22:44


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2016-03-20T20:41:52+02:00 2016-03-20T20:41:52+02:00 /viewtopic.php?t=11336&p=123248#p123248 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652+)]]>
thiextar wrote:
just wondering how its going, will this be in 3652 or is it delayed? im gonna have so much use for this since me and my friends enjoy a good ai bashing xD, great work!

I'm finishing up some minor UI improvements (most functionality is working) and I'm doing testing in order to make sure this new Unit Manager works with most/all mods.

I attached screenshot of latest UI with all T4 units restricted and one game mod enabled. Note that I added new tooltips for all units and enhancements that show most important stats and values for DPM (damage per mass) and DPS (damage per second) that are more accurate than those stats in-game tooltips.

As to the release, I will do all my best to add it to the 3652 patch but all my changes will need to be approved by main contributors to FAF codebase. I think that it should make it to the 3652 patch or to the 3653 path at the latest.

Statistics: Posted by HUSSAR — 20 Mar 2016, 20:41


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2016-03-20T14:18:45+02:00 2016-03-20T14:18:45+02:00 /viewtopic.php?t=11336&p=123202#p123202 <![CDATA[Re: Unit Manager 2.0 (for FAF Patch 3652+)]]> Statistics: Posted by thiextar — 20 Mar 2016, 14:18


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2015-12-25T03:55:13+02:00 2015-12-25T03:55:13+02:00 /viewtopic.php?t=11336&p=116410#p116410 <![CDATA[Re: Unit Manager 2.0 (for FAF Lobby 3652+)]]>
Myxir wrote:
speed2 wrote:One thing if you could solve would be, no nuke restriction will remove seraphim battleship as well. Would there be any way around this?


might be possible to have a list of special cases, like for this one, which would then just disable the related weapon on the unit can only guess how much effort it is though as i haven't looked at the code


Ideally, categories such as nukes, tml, torps, etc. should be defined on weapons and not on units. Then restriction system could lookup these categories and restrict weapons of units if user's restrictions match. Otherwise, you will have to hardcode some special logic to interpret nuke restriction in order to allow Sera Battleship without nuke weapon. Also, the same would apply to t3 strategic subs. Alternatively, we could just allow restriction of weapons the same way we restrict ACUs enhancements (e.g. Billy). That is accomplished by specifying names of enhancements that we want to restrict.

For now, we will keep restriction system simple and allow users to select
IceDreamer wrote:
nukes preset, then UN-restrict the battleship by clicking on it...

Statistics: Posted by HUSSAR — 25 Dec 2015, 03:55


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2015-12-25T02:47:17+02:00 2015-12-25T02:47:17+02:00 /viewtopic.php?t=11336&p=116406#p116406 <![CDATA[Re: Unit Manager 2.0 (for FAF Lobby 3652+)]]>

Statistics: Posted by IceDreamer — 25 Dec 2015, 02:47


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2015-12-24T11:30:11+02:00 2015-12-24T11:30:11+02:00 /viewtopic.php?t=11336&p=116358#p116358 <![CDATA[Re: Unit Manager 2.0 (for FAF Lobby 3652+)]]>
speed2 wrote:
One thing if you could solve would be, no nuke restriction will remove seraphim battleship as well. Would there be any way around this?


might be possible to have a list of special cases, like for this one, which would then just disable the related weapon on the unit
can only guess how much effort it is though as i haven't looked at the code

Statistics: Posted by Myxir — 24 Dec 2015, 11:30


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2015-12-24T11:26:59+02:00 2015-12-24T11:26:59+02:00 /viewtopic.php?t=11336&p=116357#p116357 <![CDATA[Re: Unit Manager 2.0 (for FAF Lobby 3652+)]]> Statistics: Posted by speed2 — 24 Dec 2015, 11:26


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