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I miss building multiple factories

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Date Editor Before After
7/20/2019 6:50:40 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 Time for some iterations. 1 Time for some iterations.
2 \n 2 \n
3 Global research: 3 Global research:
4 * Factories cost 200 metal. 4 * Factories cost 200 metal.
5 * Factories must be unlocked. 5 * Factories must be unlocked.
6 * Plopping a factory unlocks it. 6 * Plopping a factory unlocks it.
7 * To unlock a factory an allyTeam must pump 600 metal into a nanoframe of that factories type. Nanoframes sit at 0% while metal is being dumped into them. The metal dump is global and persistent. 7 * To unlock a factory an allyTeam must pump 600 metal into a nanoframe of that factories type. Nanoframes sit at 0% while metal is being dumped into them. The metal dump is global and persistent.
8 * Capturing or resurrecting a factory unlocks it (because why not). 8 * Capturing or resurrecting a factory unlocks it (because why not).
9 * The unlock status of each factory is displayed in the construction menu and blueprint tooltip. Factories that are not unlocked as shown as costing 200 metal + X metal to unlock. 9 * The unlock status of each factory is displayed in the construction menu and blueprint tooltip. Factories that are not unlocked as shown as costing 200 metal + X metal to unlock.
10 * The unlock progress of a factory had better be shown as a big progress bar, possibly a pie chart in worldspace, with the words "researching" or similar. This distinctive progress bar is to avoid the otherwise inevitable reports of factory construction being stuck. An additional healthbar for unlock progress will not cut it. 10 * The unlock progress of a factory had better be shown as a big progress bar, possibly a pie chart in worldspace, with the words "researching" or similar. This distinctive progress bar is to avoid the otherwise inevitable reports of factory construction being stuck. An additional healthbar for unlock progress will not cut it.
11 \n 11 \n
12 Workable module factories: 12 Workable module factories ( like what @CrazyEddie said two months ago, but with a UI that solves my problem) :
13 * Factories cost 800 metal. 13 * Factories cost 800 metal.
14 * When placing a factory all duplicates have a circle of radius 800 drawn around them. A line is drawn between the cursor and closest duplicate. 14 * When placing a factory all duplicates have a circle of radius 800 drawn around them. A line is drawn between the cursor and closest duplicate.
15 * When placing a factory, if the cursor is within 800 elmos of a duplicate then then active command is set to the "construct factory pad" command for the factory pad that corresponds to the main factory. Moving the cursor away from a duplicate turns the command back into "construct factory". 15 * When placing a factory, if the cursor is within 800 elmos of a duplicate then then active command is set to the "construct factory pad" command for the factory pad that corresponds to the main factory. Moving the cursor away from a duplicate turns the command back into "construct factory".
16 * Factory pads cost 200 metal and are a bit smaller than full factories. Each has a model that is evocative of the main factory. They have the same build list and buildpower as the main factory. They have less health. 16 * Factory pads cost 200 metal and are a bit smaller than full factories. Each has a model that is evocative of the main factory. They have the same build list and buildpower as the main factory. They have less health.
17 * Factory pad nanoframes cannot be created unless a main factory is within 800 elmos. 17 * Factory pad nanoframes cannot be created unless a main factory is within 800 elmos.
18 * A factory pad is disabled (zero BP, cannot start units, current unit cancelled) if there is no main factory within 800 elmos. 18 * A factory pad is disabled (zero BP, cannot start units, current unit cancelled) if there is no main factory within 800 elmos.
19 * There is a widget that listens to [b]team[/b] factory completion and replaces factory construction commands with factory pad construction commands within 800 elmos of the factory. 19 * There is a widget that listens to [b]team[/b] factory completion and replaces factory construction commands with factory pad construction commands within 800 elmos of the factory.