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Zero-K v1.0.4.17 - Mex control and Gunship balance

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11 years ago
I fullheartedly support the idea of right-click-to-capture.
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Skasi
I think this was intended anyway, mojjj. Just takes a while.

somekid might be right. The buff is pretty high. Don't forget the new ground smoothing effect adds to that. It'll take lots of testing before "ZOMG OP NURF!!!" though.

Neon's idea's funny. The mex-part would be a shizload of micro though. I once suggested to let transporters pick up wreckages. Oh and when the new Welder model was released I immediately thought "wut, let it use its shovels to transport debris & wrecks into my base!".
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Skasi
Silly Rafal! Don't edit meh posts!
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So much sorry Skasi I hit 'Edit' instead of 'Post Comment' :/

Edit: Glad you revered it. :)
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11 years ago
Also mex/geo display could be visible when you select con (no need to go to build mex mode) so that you can see instantly there are uncapped geos/mexes.
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11 years ago
quote:
Also mex/geo display could be visible when you select con (no need to go to build mex mode) so that you can see instantly there are uncapped geos/mexes.

That sounds rather excessive, especially in case where your battle units mix with cons that repair them.

Maybe show the metal view when hovering over a metal spot with cons, rather.
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11 years ago
Thats not it, issue is in games people forget to cap/rebuild mexes and geos. Having it display on hover means that there was intent to check it and for that you can already press F4
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Skasi
I agree with Licho. In another thread someone said "providing the player with information is important". It continued somewhat like "much more so than shiny gfx". The later is probably not of importance here, but the first part fits.

Oh and, weeee. Just watch a random replay, people really forget to cap mexes super often. Even the good ones! The "Mineral Prospector" award was an important step - it's still too easy to get though and guess why? X)
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11 years ago
No more con-only schizophrenic UI. It was a bad idea with custom formations / radial menu, and it's a bad idea here.

If there's going to be a highlight on uncapped mexes, either make it mex-building-only or always visible.

If cons auto-build mexes on rclick, make sure the behavior is sane for click-drag.
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11 years ago
I like the mex change, makes it easier for newbies, is generally more simple and impossible to get wrong

but the thing about the gunships really proves a point that Jaz was saying to me about how one of the reasons he doesn't play ZK is that it's practically a different game every day, too many big changes can be annoying

I also like the tremor change, it's a cool unit and cool units should receive love
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11 years ago
@Britain, I rarely see any gunship other than the Brawler and the armed transport, and the Brawler hasn't undergone massive changes. Fiddling with the lesser-used units is exactly what should happen.
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11 years ago
quote:
or always visible

In fact, this. Get rid of f4 completely and for good.
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11 years ago
wa? but i liked forgeting that i had f4 veiw on the whole game.
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F4 makes a lot of bright maps less eye-melting. I almost always play with it on. (The new mex spot view on the minimap is pretty obtrusive but I can see why it'd be useful to other people.)
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11 years ago
"/luaui darkening 0.5"
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Skasi
11 years ago
It's good if metal spots are obtrusive, Anthem. Never say anything else!!!

Also, moar pro-wut: /luaui darkening .5
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11 years ago
I will try that.
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11 years ago
where do you find all these commands google?
and what would you rather have? 3 pillagers or one tremor?
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Skasi
That one is a widget named "Darkening". Check F11, tooltip should say something like "/luaui darkening float".
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11 years ago
Darkening must be included!

I would more likely have a proper set of widgets than losing some players.
But I want at least some options to design the user interface.
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