Recent Posts

Pages: 1 [2] 3 4 ... 10
11
AI War II - Interface / Re: Research into RTS UI
« Last post by etheric42 on February 22, 2018, 12:15:24 AM »
Ah, interesting.  I'm glad someone is working on Total Annihilation 3.  I still don't get why some games insist alternate between left mouse and right to input commands.  I mean seriously, why is move right click and attack move a+LEFT click.  Why is placing buildings left click and moving right click (not as bad as attack-move earlier, but still).  Seriously, make a button the "select things but don't really do things" button and another button the "seriously, go do this" button.

Also what is with having early campaign missions be a tutorial and then saying "you should overdrive your metal extractors, read the manual to know what we mean by that."

I did really like the click-drag to draw formations thing.  I did not like that I couldn't make my selections walk at the speed of my slowest unit selected.  I mean if it wants me to cover my rocketeers with machine gun fire to protect them against basic speed bots, then let me move my rocketeers at the speed of the machine gunners.  Also, when is a game going to let me see a unit's patrol waypoints and just let me drag them to move them around.

I also didn't like how I could assign a builder to a command group and then the units that it spawned weren't automatically part of that command group.  I thought that was the way it worked way back in TA.

Auto retreat is nice.  The game should tell me how to set a retreat location, but I assume it shows up in a later campaign mission.

Also interesting is the traditional build menu+hotkeys AND a radial build menu by holding right-click.  AoE metal extractor placing is also nice.

The feedback parts of the interface lean heavily on TA and SC.  I guess why fix what isn't broken.  I like being able to draw on the map, but I still feel a bit crowded in by the interface and I don't know how many units I've selected at one time (or that I own).  Whoever chose green as a default PC color on a grassy background was wrong, I often have a hard time picking out individual units and I often zoom out to icon land just to find things.

A lot of interesting things there to explore!  (Plus now I have some TA3 to keep me entertained in the evenings for awhile, Planetary Annihilation just didn't do it for me.)
12
Starward Rogue / Re: AI War themed mech...?
« Last post by TheVampire100 on February 21, 2018, 10:57:27 PM »
Ancient Tech Mech. Somethign along the line because AI War plays far back in the past or better said, Starward Rogue is so far in the future that a Mech from that time would be so old.
13
Starward Rogue / Re: AI War themed mech...?
« Last post by Pepisolo on February 21, 2018, 09:42:01 PM »
What would we name an AI War mech? Any ideas?
14
AI War II / Re: AI War 2 v0.702 Released! "Activating Mk1 Grinding Machine"
« Last post by zeusalmighty on February 21, 2018, 07:27:42 PM »
That did the trick! I can actually create a new game now =)
15
AI War II / Re: AI War 2 v0.702 Released! "Activating Mk1 Grinding Machine"
« Last post by Draco18s on February 21, 2018, 07:22:14 PM »
Do I need a specific application to open this? My finder seems to think so

It's just a text document. Open it in any raw text editing program (I don't know what Macs come with)
16
AI War II / Re: AI War 2 v0.702 Released! "Activating Mk1 Grinding Machine"
« Last post by zeusalmighty on February 21, 2018, 07:06:08 PM »
I found the file you referred to "/newsetting.dat" but I seem to lack the means to edit it in anyway (it appears a document file in my directory)

Do I need a specific application to open this? My finder seems to think so
17
AI War II / Re: AI War 2 v0.702 Released! "Activating Mk1 Grinding Machine"
« Last post by keith.lamothe on February 21, 2018, 03:38:05 PM »
Ah, that raises an important point I guess I never told you, Badger: once an InternalName has been present in a release build, we can never rename or remove it or it can break old saves. Unless it's from a type of record that's never serialized as part of a save.

Deprecation is handled through another flag/flags, though I don't recall the name right now.
18
AI War II / Re: AI War 2 v0.702 Released! "Activating Mk1 Grinding Machine"
« Last post by BadgerBadger on February 21, 2018, 01:39:39 PM »
This is the same as https://bugtracker.arcengames.com/view.php?id=19445. Your last selected MapType got deprecated (it is now available as a dropdown under Clusters instead of being a map type outright). Please try editing the ~/AIWar2/PlayerData/newsettings.dat and replacing the line
LastSetup_MapType="Asteroid"
with
LastSetup_MapType="Clusters"
and let me know if that works.
19
AI War II / Re: AI War 2 v0.702 Released! "Activating Mk1 Grinding Machine"
« Last post by zeusalmighty on February 21, 2018, 01:27:51 PM »
2/21/2018 10:23:45 AM   Current directory used: /Users/george/Library/Application Support/Steam/SteamApps/common/AI War 2/
2/21/2018 10:23:45 AM   Process Count = 0 so PlayerDataDirectory used: /Users/george/Library/Application Support/Steam/SteamApps/common/AI War 2/PlayerData/
2/21/2018 10:24:16 AM   Error: table 'MapTypeDataTable' does not have data for the following rows, which were referenced somewhere:
Asteroid
2/21/2018 10:24:16 AM   Game Version: 0.707
graphicsDeviceType in use: OpenGLCore
graphicsDeviceVersion in use: OpenGL 4.1 NVIDIA-10.28.10 355.11.10.10.20.111
graphicsMultiThreaded: True
graphicsShaderLevel: 46
operatingSystem: Mac OS X 10.13.3
graphicsDeviceName: NVIDIA GeForce GT 650M OpenGL Engine
graphicsDeviceID: 4053
graphicsDeviceVendor: NVIDIA Corporation
graphicsDeviceVendorID: 4318
graphicsDeviceVersion: OpenGL 4.1 NVIDIA-10.28.10 355.11.10.10.20.111
graphicsMemorySize: 1024
maxTextureSize: 16384
npotSupport: Full
processorType: Intel(R) Core(TM) i7-3615QM CPU @ 2.30GHz
processorCount: 8
processorFrequency: 2300
systemMemorySize: 8192
supportsImageEffects: True
supportedRenderTargetCount: 8
supportsComputeShaders: False
supportsShadows: True
usesReversedZBuffer: False
2/21/2018 10:24:16 AM   Resolution changed to fullscreen 900x1440
2/21/2018 10:24:16 AM   Applied graphics settings:
AntialiasingMode:x2
UseSoftParticles:False
BillboardsFaceCameraPosition:False
AnisotropicMode:ForceEnable
TextureQuality:Full
2/21/2018 10:24:16 AM   Applied Framerate Type: Vsync (vsync: 1 targetFPS:0)
20
AI War II - Interface / Re: Research into RTS UI
« Last post by Someone64 on February 20, 2018, 08:51:27 AM »
Zero-K's UI (free and open source rts game based on the Spring RTS game engine) gets pretty much everything right. Most players who come from playing it who play other RTS games refer to themselves as being 'spoiled' from how good it is. The UI layout itself looks pretty standard but all the magic is in how easy it is to do tasks without enormous amounts of clicks. It's so easy that it's possible to play the game effectively only clicking about 12 times every minute. Buildings can be built in lines or grids with custom spacing by holding modifier keys and dragging out your mouse, every command can be queued using shift and inserted into an existing queue using other modifiers, units can be put into formations simply by right click dragging a line formation out, paths for individual units can be made by dragging a line, holding modifiers can allow you to do this for groups too, and the repeat button allows for a lot of automation, both for factories and allowing units to do things like go on a specific patrol path or rebuild destroyed buildings.

It also has a few extra interesting systems like selection priority where you can press a little numbers in the command panel to set the priority of a unit to be selected, holding ctrl while using a guard command (and other combos of modifier keys) allows you to make units guard another unit in a circle formation, circle around them instead of standing still, or stand relative to the units' facing. Similar to PA, if you zoom out enough units will turn into icons instead (unlike AIWII's current system which is to always have the icons above units, creating painful clutter). In general the game is great in both handling UI for managing huge amounts of units and small squads.

You can see a few basics of the UI of ZK here and here. The layout of ZK's ui is changing a bit often as it makes is sprint towards its official Steam release and some screenshots on the wiki are a bit old (game's always been available for free and the Steam release is for publicity so you can still check out the game's UI yourself regardless).

Last cool thing about it is that since it runs in the Spring engine, the UI is completely customizable. Panels can be moved around and resized as you please and the UI can be extended (and even automated) through lua scripts that the game calls "widgets" which run entirely client-side (this can mean advantages over others, I suppose. Doesn't allow cheaty things of course and the unit AI is made in such a way that micro isn't required).
Pages: 1 [2] 3 4 ... 10