I'm starting this to ask for changes that won't affect fundamental game play, but will simplify some part of game mechanic or feature.
- If one works on multiple maps, then map saves of finalized maps go to Misc directory, but under GUID, which makes it really hard to tell them apart. Can you either rename the save folder to a more meaningful name, or move it to a more discrete location?
It's an incredibly tiny thing (which is why I'm putting it here), but there's no quick way to check the scoreboards for story missions. And I think Inception missions too. You have to "start" the mission to get the scoreboard, and in so doing must load up the entire mission to get there, which can take quite a lot of time if, like me, you want to glance over each scoreboard to see if anyone has bumped you off the top charts.
My biggest issue is that there is no quick way to rate a map after playing it, especially if you filter out already completed maps. I would love it to work like CW3 did.
Formation (group) move for Omnis - same as 'E' key, to keep all positions relative to each other while moving.
R key for locked formation move: exact relative positions, same speed. If it cannot be placed, it doesn't move at all.
I for selection of all Omnis - or possibly those not landed. Much easier bulk movement for assaults.
Exchange searches: Jump to map/result number. Good if you are seeking something near the middle rather than an end.
Clicking a player's name in the exchange doesn't bring up all the maps made by that player.
Mire land objective - Default to 99.9%, to prevent square-hunting.
CITG "View all" (by some ordering system).
Stunner pre-fire warning (maybe?). Maybe on the first fire to tell players that there are stunners on the map?
Energy source/mine coupling, and a script command to get the UID of one from the other. Currently possible to drag a mine away from the source in the editor, or vice versa. Selection also defaults to the source, making it hard to destroy the mine.
The almost inevitable ship energy API, please. Also a local scripts library, where PRPL files may be stored across all maps in the editor, for multiple uses.
And the impossible dream:
In a perfect world...
PRPL selection interface which works with the normal one.
That is: destroy, cancel and tech buttons to remain, the menu area to be blank, ready to be overlaid with custom buttons.
GetSelectedUnit, and IfSelectedMouseDown/Up built in functions. Also :selected and :deselected. (And possibly company)
Boxwise or radial selection areas, with z-ordering, in reverse order of creation by default, so that we can tell what we click.
All this to allow us to make custom units which play nicely with the existing UI, without the inevitable clumsiness of hacked-on RPL controls. Although planetfall did a surprisingly good job of those in CRPL, with the yet-unreleased Celestial series, it remained an add-on, with unexpected interactions with the main controls.
In map making, can we have a circle brush? That would be great.
An equivalent of cw3's DestroyMode and DestroyOnDamage for making flip units and other effects.
Also, a spray/scatter brush.
The ability to disable Ticon defense cannons from being reapplied with energy.
In the ship editor, when you get the error message saying that there's disconnected hull, it'd be nice if the orphaned section flashed red or something to draw your attention to where it is. I had a tile of hull hiding down at the bottom left corner of the ship editor and couldn't figure out why I was getting an error message at first. :P
Particle impact API (Ex: ship-width spherical bullet collisions.
Also:
Three french hens, two turtledoves, and a partridge in a pear tree.
Some way to rotate ships to orthogonal directions would be nice, for the few of us who care about being able to rotate ships to point in precise, exact directions for no practical reason.
I assume you mean NE NW SE SW, which nets a new positioning headache. The current set is tactically adequate, particularly with the "M" key for precise movement.
Quote from: GoodMorning on September 29, 2016, 05:33:10 AMI assume you mean NE NW SE SW, which nets a new positioning headache. The current set is tactically adequate, particularly with the "M" key for precise movement.
I actually meant the mouse rotation controls, which are difficult to align up, down, left, and right; I foolishly assumed the mouse wheel rotation was relative to the current angle of the ship and had the same problem.
I have no issue. I was seeking to clarify, but no matter.
An option to have clicking the middle mouse button pause the game.
Bring incomplete Omni movement control in line with ships - ie the ability to select omnis which have not yet been completely built and select a destination for them. When construction is complete, they are then free to move - same as ships now.
Can we have a lore guide? I recognise Varro and Joven from CW2:A, but what's the House Abraxis? What is Redacted Space?!
When the game starts I would prefer to be able to click on the picture instead of having to go to the enter button at the bottom to select.
Chwooly, that might interfere with the click/drag method of moving the carousel. Good thought, though.
When dialogue is 'typing', it would be nice if clicking next brought up all of the text instantly - then a further click advanced the dialogue.
Quote from: Cavemaniac on September 29, 2016, 10:50:42 PM
When dialogue is 'typing', it would be nice if clicking next brought up all of the text instantly - then a further click advanced the dialogue.
I heard Virgil say that he was planning to do something like that.
I can but support it. I lost tactical information a few times when I began, because I expected this. Usually I could go back, to complete text, but not on the last panel.
An opportunity to view all conversations yet shown would be good.
Do we get a PRPL conversation API?
Quote from: GoodMorning on September 29, 2016, 11:09:16 PM
Do we get a PRPL conversation API?
"ConversationName" ShowConversation. That lets you use the inbuilt conversation editor for ease of use. If you need dynamically generated conversations for some reason, I seem to recall AddConversationMessage and friends in a changelog somewhere, but how exactly they work I haven't yet figured out.
Quote
Apr 6, 2016: Added to PRPL: SHOWCONVERSATION, CLOSECONVERSATION, ADDCONVERSATIONMESSAGE, CLEARCONVERSATION, DESTROYCONVERSATION,
Thanks. I can only get to the beta changelog thread, so I am in ignorance of the PRPL additions.
Drop-down lists for targeting options on ships would be really nice, instead of the current method of clicking the weapon button to cycle through available options.
I also really miss seeing the energy consumption rate (a la creeper worlds), but this is less of an issue now energy deficit doesn't seem to be a thing that happens, so I'm a little more forgiving.
Energy pods do not yet show a health bar while rebuilding.
An "extract images" command in the editor would be nice.
Quick request for the "Mire %" Goal Type.
When calculating the % mired to satisfy the goal, can we have some kind of rounding? It can be frustrating to players (and map makes alike) to find a few stray land "pixels" that either need to Burned away (especially on 100% maps). I have a feeling you are comparing the actual % (float I would guess) to the integer/decimal entered in the goal field.
It looks like it's possible to set the goal to 99.9% though.
- - - - - - -
Edit: Also, custom images for conversations?
Edit more: Either new modules for ships to equip, or a PRPL core to equip to ships? (I was hoping to see sacrificial hulls)
Quote from: Sorrontis on September 30, 2016, 09:49:58 AM
a PRPL core to equip to ships?
This sounds brilliant. From what little I understand about coding, it seems like this actually wouldn't be that hard for Virgil to set up once and let players do infinite things with. Of course, like all tasks, this will undoubtedly have some unexpected roadblocks, but I'm hopeful.
You could set a PRPL Module in the ship editor with the following things editable in either the Ship Editor itself, or once you're in a custom mission with it (whichever works better):
Variable Size, Image, Build and Energy Cost, Name (?), and of course Effect.
Bonus points if it has an on/off/other toggle ability in the existing Ship Control UI.
I may be overreaching here, calling really difficult things "not that hard", so if I'm way off base on this, do let me know. But if I'm not.... :D
A ship editor with built in simple PRPL core for ships functionality that lets you throw a script on it to tell how the module works? o_o... it really will end up being: INFINITE POSSIBILITY... especially with that "ship exchange" and people who are nice enough can set up "ship bases" to freely share the modules for people to pick up and make a ship out of and then have in any mission they want...
When an omni is moving and you select it you cannot cancel, you have to replace it. I find this a bit annoying but nothing major.
This is to avoid having to entities (ships/omnis) stationary at the same place.
Edit: Read your comment again. Now I know what you mean. Yeah, this is indeed slightly annoying (I at first thought you meant cancling the movement, not canceling selection)
Could we have waypoint movement for ships as well as omnis?
Make it so maps can be re-sized in the editor.
Also on the topic of those targeting option buttons, it might be nice if they were color-coded to match the range circles, to make it clearer which ranges correspond to which modules.
Quote from: bugbrain_04 on September 30, 2016, 03:47:44 AM
Drop-down lists for targeting options on ships would be really nice, instead of the current method of clicking the weapon button to cycle through available options.
I also really miss seeing the energy consumption rate (a la creeper worlds), but this is less of an issue now energy deficit doesn't seem to be a thing that happens, so I'm a little more forgiving.
Or even better, pop-up/drop-down lists/menus with toggles for each targeting option, so that I could, for instance, have cannons target both land and struc rather than just one or the other.
Option to post a score for a map after pressing "Keep Playing". Particularly important for the Finalized list.
Being able to drag modules in the ship editor. And an option to adjust hull brush size.
A assignable hotkey option for the rock burner would be nice IMO.
Ship pickups should display more info about ship type, weapons, etc.
Omni pickups should be able to give multiple "licences", as should some ships and possibly a specialised amp gem.
The good old "stop resupply" button, so that ships only use their own reactors and energy tanks.
I would like a way to move ships while having them rotate using the shortest path to finish rotating, rather than the shortest path to turn their engines facing the target.
From my screenshot, I have two ways of moving this ship.
* Move it normally. It will turn clockwise because that's the shortest path to get engines facing the direction the ship needs to move in.
* Move it using "Slide ship". The ship will move to target without rotating, then rotate at target.
I would love to have a way to move the ship so that in this case it turns counter clockwise while moving because it is the shortest path to get the ship to the desired rotation. I would also like to point out that in cases like this, normal movement makes no sense, because the ship will make it to target fast enough without engines being used and it just makes the ship do lots of pointless rotation.
I'm locking this thread, see the pinned topic. :)
Too long, omnibus (http://www.merriam-webster.com/dictionary/omnibus) threads does not get as much attention from Virgil. Divergent topics raised later in a thread is likely to be overlooked.