Author Topic: Prerelease 1.201B (Faster starts, low power mode tweaks, more bg updates)  (Read 8858 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Offline tals

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Thanks Chris and also for taking on board my comments. I haven't been able to reply as I have been out and about but the other user hit it on the head that the newer version whilst looking great actually made the units harder to look at on my screen (LCD 22', Wide 1680x1050) - hence the comment in the other forum of holding off, could be my age but I actually found it very hard to focus on the units :(

I'll check your latest version out and post feedback there

Again great service as ever

Tals

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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Sure thing, Tals.  No worries on the timing, but thanks for adding your thoughts!
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Offline Admiral

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-Faster Starts:  Players now start out with an Mark II Energy Rector, two Mark II Engineers, and all of their metal/crystal harvester points on their home planet assigned at the start of the game.  This cuts down on the repetitive opening-game actions that players always take, and lets players get right to the actual real game much more quickly.

Thank coder! I always wondered why you didn't start out with harvesters pre-built on your home planet, but never cared enough to mention it.

-Engineers can now be paused.

Of course, this now begs: "Engineer auto-powerdown" in FRD mode. I'm sure there are plenty of reasons why this shouldn't happen as there are reasons why and ways to make it interesting (delay after last action before power down, delay before auto power-up, etc.).

Cheers!

Offline Admiral

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It's 3000 energy (do these really need to cost energy?)

Why don't they generate energy just like they generate resources? Upgrades could generate more...

Offline Admiral

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Oh, and I wish it was easier to tell how much energy a group of ships cost. Since I'm having to delete things or pause things a lot to get back into the black, I'm having to check the tooltips a lot, which is slow because I'm doing it ship by ship. I wish I could just select a group and see 'oh, hey, this group I don't need is 40,000 energy' or 'this group here is only 1000 energy, so I don't need to worry about it'.

You could have extra info in the "selected units" tooltip:

1) Total energy use (current)
2) Maximum energy use if everything fully powered up
3) Minimum energy use if everything low powered

This could also be expanded to include total resource use if anything that uses resources is selected.

Cheers!

Offline Admiral

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..another release? I can't keep up!  ;D

Just wait to see how addled you'll be in another three months!!!

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Regarding visuals:

I play with just the background stars (the white dots) and the main planet visible. I would like there to be options to continue with just these. I don't like nebulas, or other parallax stuff, getting in the way of my view.

I did try the black screen view for a while but it was too boring and the planet picture provided a quick way to tell which planet I was looking at after a while.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
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-Faster Starts:  Players now start out with an Mark II Energy Rector, two Mark II Engineers, and all of their metal/crystal harvester points on their home planet assigned at the start of the game.  This cuts down on the repetitive opening-game actions that players always take, and lets players get right to the actual real game much more quickly.

Thank coder! I always wondered why you didn't start out with harvesters pre-built on your home planet, but never cared enough to mention it.

Sure thing!

-Engineers can now be paused.

Of course, this now begs: "Engineer auto-powerdown" in FRD mode. I'm sure there are plenty of reasons why this shouldn't happen as there are reasons why and ways to make it interesting (delay after last action before power down, delay before auto power-up, etc.).

Cheers!

I don't plan on having any auto-powerdown functionality, ever.  I think it's too fiddly, and really this is just an option that should not become a lynchpin of player strategies.  It's something to use when energy is running low, when you want to have cloaked ships make a stealth attack, or when you simply don't want your engineer running around messing with stuff, but otherwise that's pretty much it.  If you're skating at the edge of not enough energy and want to micromange what is powered on and what is not at any given time, then I guess you can, but the penalty for that is having to micromanage it.  The normal solution to this scenario would be to just take another planet and/or build some more reactors, and that's the only behavior I want to encourage with interface niceties. I think CC will have a fit if this sort of economy microing becomes a standard/needed tactic, and I'm with him on that. :)

It's 3000 energy (do these really need to cost energy?)

Why don't they generate energy just like they generate resources? Upgrades could generate more...

Yep, see the next version (C). :)

Oh, and I wish it was easier to tell how much energy a group of ships cost. Since I'm having to delete things or pause things a lot to get back into the black, I'm having to check the tooltips a lot, which is slow because I'm doing it ship by ship. I wish I could just select a group and see 'oh, hey, this group I don't need is 40,000 energy' or 'this group here is only 1000 energy, so I don't need to worry about it'.

You could have extra info in the "selected units" tooltip:

1) Total energy use (current)
2) Maximum energy use if everything fully powered up
3) Minimum energy use if everything low powered

This could also be expanded to include total resource use if anything that uses resources is selected.

Cheers!


Also see C, although it's nothing quite as involved as showing that many stats (which I think would largely just clutter the display.  I also plan a hotkey for showing high-using ships at any time.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Regarding visuals:

I play with just the background stars (the white dots) and the main planet visible. I would like there to be options to continue with just these. I don't like nebulas, or other parallax stuff, getting in the way of my view.

I did try the black screen view for a while but it was too boring and the planet picture provided a quick way to tell which planet I was looking at after a while.

Those will definitely continue to be supported.  You can always just turn the nebula detail down to zero.  In version D, you'll start also having the option of which starfield you prefer out of the (current) selection of 3.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!