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I miss building multiple factories

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Date Editor Before After
7/20/2019 5:17:40 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 I made the tech: 1 I made the tech: https://github. com/ZeroK-RTS/Zero-K/commit/a8e6953c511139cc2605286e51fca1dfc417397f
2 * https://github. com/ZeroK-RTS/Zero-K/commit/a8e6953c511139cc2605286e51fca1dfc417397f 2
3 * https://youtu. be/clFrw9_dmlo 3 https://youtu. be/clFrw9_dmlo
4 \n 4 \n
5 [quote]Global research is the simplest, most straight-forward way to implement the things that I think are being asked for in this thread: viable multi-fac production while keeping factory choice == faction choice. It makes proxy facs the same cost as closeby facs - cheap if already unlocked, expensive if not yet unlocked; I don't know whether that matters.[/quote]Global research is my least favorite proposal because it adds and entire new domain to the game. 5 [quote]Global research is the simplest, most straight-forward way to implement the things that I think are being asked for in this thread: viable multi-fac production while keeping factory choice == faction choice. It makes proxy facs the same cost as closeby facs - cheap if already unlocked, expensive if not yet unlocked; I don't know whether that matters.[/quote]Global research is my least favorite proposal because it adds and entire new domain to the game.
6 \n 6 \n
7 [quote]Note that your UI won't allow for someone who knows what they're doing to deliberately place a second master factory within range of a first; maybe there needs to be a way to override the placement so you can say "no, I actually do want another expensive factory here, not a cheap one".[/quote]If you really want to you can drag a row of factories. I don't know many cases where you want to do this. Also, the widget could be put in the menu and toggling it could be bindable to a hotkey. 7 [quote]Note that your UI won't allow for someone who knows what they're doing to deliberately place a second master factory within range of a first; maybe there needs to be a way to override the placement so you can say "no, I actually do want another expensive factory here, not a cheap one".[/quote]If you really want to you can drag a row of factories. I don't know many cases where you want to do this. Also, the widget could be put in the menu and toggling it could be bindable to a hotkey.
8 \n 8 \n
9 [quote]I think your radical third option to teach the game through widgets will only serve to frustrate new players. "Why won't this stupid thing let me build another factory?!? @#%$@!!@@#$!!" Watching new players I've seen a number of things that are mysterious and frustrating to them; let's not add another one. [/quote]I don't think so. Players are not set on making a new factory, they want to make more units and see making a new factory as the easiest way to do this. The UI is essentially saying that when you put factories close enough together you instead produce a modular extension of the factory (a Caretaker). This is the same UI that I would implement for the more involved modular factory pad system. The only difference is the Caretaker model and tooltip (which I also renamed from "Static Constructor" to "Construction Assistant"). 9 [quote]I think your radical third option to teach the game through widgets will only serve to frustrate new players. "Why won't this stupid thing let me build another factory?!? @#%$@!!@@#$!!" Watching new players I've seen a number of things that are mysterious and frustrating to them; let's not add another one. [/quote]I don't think so. Players are not set on making a new factory, they want to make more units and see making a new factory as the easiest way to do this. The UI is essentially saying that when you put factories close enough together you instead produce a modular extension of the factory (a Caretaker). This is the same UI that I would implement for the more involved modular factory pad system. The only difference is the Caretaker model and tooltip (which I also renamed from "Static Constructor" to "Construction Assistant").
10 \n 10 \n
11 You could be right, but you haven't convinced me that it is not worth trying. 11 You could be right, but you haven't convinced me that it is not worth trying.