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Command Panel Fork

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Date Editor Before After
11/14/2016 1:34:18 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 [quote]The only thing that would be nice is an option to use the old unit layout.[/quote][url=https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaUI/Widgets/gui_chili_integral_menu_old.lua]Read the commits.[/url] 1 [quote]The only thing that would be nice is an option to use the old unit layout.[/quote][url=https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaUI/Widgets/gui_chili_integral_menu_old.lua]Read the commits.[/url]
2 \n 2 \n
3 [quote]Another issue with the new player/old player split is that old players do not use 'a' for fight move, they use 'f', and no amount of shifting the layout to the right can uncover f properly. I guess that only matters if you're using hotkeys for unit production.[/quote]I thought about having an option to move the units SDF -> ASD but decided against it as the hotkeys and positions would be inconsistent between players. It's useful to have experienced players share the new player hotkeys/UI if it can be done. I figure that everyone who uses F for fight will just disable the panel hotkeys. They weren't using them before so should be fine not using them now. 3 [quote]Another issue with the new player/old player split is that old players do not use 'a' for fight move, they use 'f', and no amount of shifting the layout to the right can uncover f properly. I guess that only matters if you're using hotkeys for unit production.[/quote]I thought about having an option to move the units SDF -> ASD but decided against it as the hotkeys and positions would be inconsistent between players. It's useful to have experienced players share the new player hotkeys/UI if it can be done. I figure that everyone who uses F for fight will just disable the panel hotkeys. They weren't using them before so should be fine not using them now.
4 \n
5 [quote]I actually use move and fight orders about equally often for my fac rallies, depending on circumstances. On that note, perhaps rally points should be covered in one of the basic tutorials since using them is different in zk than it is in most games. [/quote]This isn't what new players initially need. The way to introduce new players is to teach them only what is necessary to play the game and avoid frustration. If we tried to introduce them to all the UI tricks they would leave before they reached the end of the basic tutorials.