Creeper World 3 is an awesome game, nothing bad can be said about it. But there is always things that can be added :D
For example:
a minimap(like the DMD one)
a projected collector coverage, total mortar/beam/PC/ any structure ranges
this are the things I would love to see added to the game.
I would like to see a box or indicator for total power and total consumption when you have multiple command units.
when command nodes are connected i want then to show the same output number.
right now i have to multiply the 2 (or 3) numbers to know how close to overbuilding i am.
Quote from: superzip on October 05, 2013, 06:35:49 PM
when command nodes are connected i want then to show the same output number.
right now i have to multiply the 2 (or 3) numbers to know how close to overbuilding i am.
When they are connected, they *do* show a consolidated number.
My bad, I misread you. They show a consolidated production value, but each CN shows the packets it disperses.
Yeah, produtcion wise.
Dispertion wise, check again.
I agree with Duomaxwel. The display becomes nearly meaningless when you connect command nodes, because combined incoming energy is listed on each node, but outgoing energy is still independent to each node. Having the output combined would be nicer and more uniform.
Also, I noticed on one map (the one with the 3 pyramids I think) where there was AC piling up in a corner, unused. I thought "wouldn't it be great to suck that up and use it where I need it?". Alas, I couldn't do this because without ore deposits, and building an ore collector, you can't collect AC at all. I thought this seemed silly that I need a 'collector' (sorry still don't remember all the unit names yet) just to consume AC on the map.
Lots of fun overall though. I cannot wait for Colonial Space to be released!
Quote from: joshuad156 on October 05, 2013, 07:43:29 PM
. Alas, I couldn't do this because without ore deposits, and building an ore collector, you can't collect AC at all. I thought this seemed silly that I need a 'collector' (sorry still don't remember all the unit names yet) just to consume AC on the map.
Ah, but you can... look closely at the attached image...
(http://knucklecracker.com/forums/index.php?action=dlattach;topic=14191.0;attach=15349;image)
Quote from: Grauniad on October 05, 2013, 07:46:06 PM
Quote from: joshuad156 on October 05, 2013, 07:43:29 PM
. Alas, I couldn't do this because without ore deposits, and building an ore collector, you can't collect AC at all. I thought this seemed silly that I need a 'collector' (sorry still don't remember all the unit names yet) just to consume AC on the map.
Ah, but you can... look closely at the attached image...
(http://knucklecracker.com/forums/index.php?action=dlattach;topic=14191.0;attach=15349;image)
Beat me too it.. I won't spoil where that image is.
Quote from: Valley on October 05, 2013, 08:08:10 PM
Quote from: Grauniad on October 05, 2013, 07:46:06 PM
Quote from: joshuad156 on October 05, 2013, 07:43:29 PM
. Alas, I couldn't do this because without ore deposits, and building an ore collector, you can't collect AC at all. I thought this seemed silly that I need a 'collector' (sorry still don't remember all the unit names yet) just to consume AC on the map.
Ah, but you can... look closely at the attached image...
(http://knucklecracker.com/forums/index.php?action=dlattach;topic=14191.0;attach=15349;image)
DOH! I enabled the collection, but didn't dispatch it...
Beat me too it.. I won't spoil where that image is.
Hi.
I have noticed a couple of things that are not very comfortable for me:
1. When map is zoomed in i can't move it beyond some point. IMO it would be more comfortable if map could be move so that any point of it can be in the center of screen.
2. Terraforming:
a. When terraforming is active i can't move map by mouse, even if move button is assigned to middle mouse.
b. Change brush size by numbers on keyboard or HOTKEY+Scroll (Ctrl|Alt+Scroll).
Did I miss something, or are there not hot keys in this one. Quite a few times I'd try to use A or Q like in cw 2 :P
More sound options like independent volume for the player unit shots and explosions, on large maps having 5 mortars on PZ firing the sound can really get annoying, but turning of the sound completely will mean you can't hear important things like spore warnings, explosions when something happens on the other side of the map and so on. So like there is don't show the graphic effect a don't play the music effect separately would be great.
I'd like a fullscreen windowed mode.
Quote from: Rens2Sea on October 06, 2013, 08:51:14 AM
I'd like a fullscreen windowed mode.
Have you checked settings -> video? Or is your window too big?
Quote from: Imposter on October 06, 2013, 05:04:06 AM
Did I miss something, or are there not hot keys in this one. Quite a few times I'd try to use A or Q like in cw 2 :P
There are hotkeys. you can customize them to get the CW1/CW2 keys back if you wish. Menu -> Keys.
If you put your request in single thread it's easier to find than in this omnibus thread.
I removed a post from this thread and imposed a 24-hour posting ban. Posts like that contravene our policies.
Quote from: J on October 06, 2013, 08:57:31 AM
Quote from: Rens2Sea on October 06, 2013, 08:51:14 AM
I'd like a fullscreen windowed mode.
Have you checked settings -> video? Or is your window too big?
Well, the thing is, i want the benefits from both windowed and fullscreen (More games have done this).
Here, let me summarize it:
Windowed Pros:- Alt-tabbing without screen flickering
- Keeps game on screen while doing things on other monitor
Windowed Cons:- Shows borders
- Shows windows taskbar
Fullscreen Pros:- No borders
- No windows taskbar
Fullscreen Cons:- Alt-tab screen flickering
- Changing focus to other monitor minimizes game.
Fullscreen windowed Pros:- Alt-tabbing without screen flickering
- Keeps game on screen while doing things on other monitor
- No borders
- No windows taskbar
Fullscreen windowed Cons:- None! :D
Played creeper world for a while and have some suggestions.
1. Clean up the command node supply interface:
-If two/three command nodes are connected, merge their bars, and merge their dispatch output. I don't care about the output of each command node, but the output of all as a whole.
-If the command nodes have excess energy/AC output that is going to waste, make this clear to the player. I suggest extending the bars past its limits (like how deficits are indicated), changing the bar color, and indicating a surplus.
2. I want the targeting priority interface for blasters to be cleaned up. Creeper world 2 had good defaults. With creeper world 3, my blasters kept mysteriously dying to digitalis because they would routinely ignore it under default settings. I understand that there are circumstances where you might want to keep it alive, but the default should be to attack whatever is closest, digitalis or creeper or runners. Instead of being an option box, targeting priority should be a list of check boxes if you wanted the blaster to ignore it.
3. Link the indicator for each orbital to the particular orbital. When I am trying to land several orbitals because I am considering positioning, its easy to accidentally cancel the wrong one unless I have good memory.
4. To the dial map device, add something for most recently submitted maps.
Quote from: purpleyukari on October 06, 2013, 06:46:49 PM
4. To the dial map device, add something for most recently submitted maps.
There is "a something" for this.
Quote from: Grauniad on October 06, 2013, 07:07:58 PM
Quote from: purpleyukari on October 06, 2013, 06:46:49 PM
4. To the dial map device, add something for most recently submitted maps.
There is "a something" for this.
Nope. That is the maps you most recently played. I mean the map codes that were most recently submitted (for the map when you personally submit the first score).
Quote from: purpleyukari on October 06, 2013, 07:22:32 PM
Quote from: Grauniad on October 06, 2013, 07:07:58 PM
Quote from: purpleyukari on October 06, 2013, 06:46:49 PM
4. To the dial map device, add something for most recently submitted maps.
There is "a something" for this.
Nope. That is the maps you most recently played. I mean the map codes that were most recently submitted (for the map when you personally submit the first score).
Funny... I haven't played any DMD maps, and that is what pops up...
For the credits map (spoiler because it reveals main plot):
Spoiler
Have the guy in the credits control with WASD instead of forward backward turn like the creeper dude in one of the endings.
I want formation move back. I like having the pulse cannons I'm going to use in a guppy-fueled assault in the formation I want before moving them so that I can set them all off at once and have them land simultaneously. Formation move would make this a lot quicker.
Quote from: DaPatman on October 06, 2013, 09:24:31 PM
I want formation move back. I like having the pulse cannons I'm going to use in a guppy-fueled assault in the formation I want before moving them so that I can set them all off at once and have them land simultaneously. Formation move would make this a lot quicker.
On my modified keys list it is assigned to the "M" key. (I've got the Forge on "F", hence the obscure key choice, but you can make it any key you wish.
Quote from: Grauniad on October 06, 2013, 09:42:57 PM
On my modified keys list it is assigned to the "M" key. (I've got the Forge on "F", hence the obscure key choice, but you can make it any key you wish.
Huh. I could have sworn that wasn't there when I first looked.
Quote from: DaPatman on October 06, 2013, 10:01:09 PM
Quote from: Grauniad on October 06, 2013, 09:42:57 PM
On my modified keys list it is assigned to the "M" key. (I've got the Forge on "F", hence the obscure key choice, but you can make it any key you wish.
Huh. I could have sworn that wasn't there when I first looked.
Yea, we sneaked it in after your post... :P
Quote from: Rens2Sea on October 06, 2013, 04:23:57 PM
Quote from: J on October 06, 2013, 08:57:31 AM
Quote from: Rens2Sea on October 06, 2013, 08:51:14 AM
I'd like a fullscreen windowed mode.
Have you checked settings -> video? Or is your window too big?
Well, the thing is, i want the benefits from both windowed and fullscreen (More games have done this).
Here, let me summarize it:
Windowed Pros:
- Alt-tabbing without screen flickering
- Keeps game on screen while doing things on other monitor
Windowed Cons:
- Shows borders
- Shows windows taskbar
Fullscreen Pros:
- No borders
- No windows taskbar
Fullscreen Cons:
- Alt-tab screen flickering
- Changing focus to other monitor minimizes game.
Fullscreen windowed Pros:
- Alt-tabbing without screen flickering
- Keeps game on screen while doing things on other monitor
- No borders
- No windows taskbar
Fullscreen windowed Cons:
- None! :D
You can actually do this right now, with some command line trickery.
Right click on the shortcut, select properties, then on the shortcut tab, append "-popupwindow" to the Target (no quotes).
Now, in the settings, put it in Window mode with the size equal to your screen resolution.
Best of all, this works with many games, not just Creeper World!
Quote from: purpleyukari on October 06, 2013, 08:47:58 PM
For the credits map (spoiler because it reveals main plot):
Spoiler
Have the guy in the credits control with WASD instead of forward backward turn like the creeper dude in one of the endings.
What credits map? I finished Arc but I can't find that.
We need the double click to skip the knuckle cracker logo in the intro back... That sound always makes me want to wince... haha.
Quote from: Imposter on October 06, 2013, 11:07:15 PM
We need the double click to skip the knuckle cracker logo in the intro back... That sound always makes me want to wince... haha.
do you have a mute button? click it once, it turns the sound off, wait for the screen to change, click again and sound magically comes back on. double click option
Quote from: Dilnu on October 06, 2013, 10:56:43 PM
Quote from: purpleyukari on October 06, 2013, 08:47:58 PM
For the credits map (spoiler because it reveals main plot):
Spoiler
Have the guy in the credits control with WASD instead of forward backward turn like the creeper dude in one of the endings.
What credits map? I finished Arc but I can't find that.
It is one of the rotating planets on the main menu. Quite a fun game too.
An option to ad DMD maps to favorites to keep them on a separate list.
Personally I would want control groups added back in.
Well unless they are still in and I somehow have not found them yet. :-[
Also just curious, but if they were removed, what was the thought process behind their removal? ???
Quote from: ChaosMaster130 on October 07, 2013, 02:20:11 AM
Personally I would want control groups added back in.
Well unless they are still in and I somehow have not found them yet. :-[
Also just curious, but if they were removed, what was the thought process behind their removal? ???
Take a look at your key bindings in the settings. There you can find all they keyboard shortcuts you need and you can even change them.
EDIT: oops, I thought you meant moving as a group without changing formation =/
A wormhole in each sector linking back to the Arc Eternal sector.
Edit: A space after the word "these" in the Tormented Space description.
Edit 2: A range indicator on orbital weapons.
Edit 3: An option to change the color of Digitalis.
I'd like the option for more visible/obvious building destructions. Too often I've heard one of my buildings blow up, looked around for the source, and failed to find anything until a minute later, when the creeper gains a bunch of ground because the cannons holding them back got knocked offline.
Related, a separate option for the visibility on "weapon explosions" and "building explosions" would be nice.
One of a few things I really want to see: Control Groups.
Is it just me or is the "default color" for anti-creeper not the same as the color it originally had when I started up the game?
Can someone verify who hasn't changed their colors at all?Never mind, I'm just crazy.
* * *
Edit: Okay, I've got something, actually. When I load up a saved game, none of the bars are showing. Specifically:
- None of the units have green health bars or red ammo bars
- The command node interface at the top has no readings
I realize that the command node interface relies on averaging out results over several seconds, but it would be nice if at least the current energy and AC in storage could be displayed. (optimally, all the data used to calculate the display could be persisted with the rest of the save)
Also, I second the request for a combined energy/AC consumption figure on the command node interface. What I'd like to see for connected nodes is a readout that shows both individual and total consumption, i.e.: "-5.2(-16.6)"
* * *
Edit 2: I don't see a better place to post bugs, so I'll also throw out that the way ore and AC packets are being routed is driving me crazy. See screenshot:
Quote from: Captain Ford on October 07, 2013, 10:51:54 AM
Okay, I've got something, actually. When I load up a saved game, none of the bars are showing. Specifically:
- None of the units have green health bars or red ammo bars
- The command node interface at the top has no readings
I realize that the command node interface relies on averaging out results over several seconds, but it would be nice if at least the current energy and AC in storage could be displayed. (optimally, all the data used to calculate the display could be persisted with the rest of the save)
The information bars aren't loaded when you load the game. Unpause or step forward once ('N') and they'll show up. This is because they are drawn in the game loop and not when the game loads. I always hit n once so I can see the information bars without losing too much time.
Ore packets are evenly divided over all CN's. If you don't want a CN to recieve ore packets, select it and look at the settings.
Quote from: J on October 07, 2013, 11:35:06 AM
Quote from: Captain Ford on October 07, 2013, 10:51:54 AM
-snip-
The information bars aren't loaded when you load the game. Unpause or step forward once ('N') and they'll show up. This is because they are drawn in the game loop and not when the game loads.
It's a small thing, I know. It would just satisfy this really tiny itch to see everything just the way I left it. :)
Quote from: J on October 07, 2013, 11:35:06 AM
Ore packets are evenly divided over all CN's. If you don't want a CN to recieve ore packets, select it and look at the settings.
Oh, okay, that makes sense. Hmm...
In that case, what I'd like is an option to say "don't receive ore packets
unless all other CNs are full". Because I'd hate to waste production just because all other storage is full.
1) A BIGGER Menu screen! For crying out loud he crammed a ton in a Menu screen the size of my thumb!!!! :P
(Scroll bars = devil. I'm looking at you "Keys" submenu!!!! ;))
(Also, "Esc" and/or "Space" do not clear/exit the Menu screen.
2) With a Bigger Menu screen can you add the RGB color numbers for creeper so we can share our preferences with others?
3) And add an "Exit Game Option" when in a mission. Useful for when your boss is coming. ;) (I kid!!!)
Also, an option to NOT SAVE when leaving a mission. Sometimes I screwed up or was trying something silly and go to exit thinking
I'm a-ok, only to find out the game autosaved on me. Doh!
4) The Command Node interface takes up a lot of vertical space. I have created a quick mockup of a design that would work much better.
I know you can make it go away, but I don't want it to go away, just not be in the way. :)
(Oooo, bonus points idea...add that if I click on the CN status bar it will auto-center the camera onto the CN I clicked on!)
Before:
(http://i.imgur.com/qZax6A6.jpg)
After:
(http://i.imgur.com/sh0ni1a.jpg)
I would like to see bombers get a stop resupply button. Hard to have a bomber and sprayer when you only have 2 mines and hardly any upgrades (To my knowledge it takes less fuss and aether to use cannons and strafers than bombers and sprayers in a stable way, even if AC is more effective against low creeper amounts, it usually takes 2 AC production for 1 thing, then 1 energy production if that for one thing).
Maybe for something in the game to tell you in Farbor that snipers can be used to take down the ships. If there is, then I missed it somehow, having read every dialog in the storyline. It took me 8 tries and going to this forum to figure that out :D
An ability to save only the terrain and not any player-made units if any edits in the game are made during play. not sure if it'd be possible, but to do that with terped terrain too would be great but not a big deal.well this whole one isn't a big deal, just an idea i thought up.
Amen to bomber resupply!
Spoiler
The sniper surprise was meant to be figured out on a player's own BTW.
I'd like to see a mouse hover over a menu or item show the keystroke after a second or so. I never remember them even when I set them myself. I just have a habit of riding the P and spacebar from previous releases.
Give an option to leave a mission without autosaving. I don't need a save of some DTD map I just wanted to look around in.
Quote from: ChaosMaster130 on October 07, 2013, 02:20:11 AM
Personally I would want control groups added back in.
Well unless they are still in and I somehow have not found them yet. :-[
Also just curious, but if they were removed, what was the thought process behind their removal? ???
if you mean move in formation it's "m"
if you mean assigning hotkey groups to units in game, i dunno if that can be done
Quote from: JF-T on October 07, 2013, 11:38:23 PM
I would like to see bombers get a stop resupply button.
What I'd like to see is a checkbox on all AC-consuming units that says "give this unit priority". All units with priority get their requests filled first.
Quote from: JF-T on October 07, 2013, 11:38:23 PM
Maybe for something in the game to tell you in Farbor that snipers can be used to take down the ships. If there is, then I missed it somehow, having read every dialog in the storyline. It took me 8 tries and going to this forum to figure that out :D
WHAT.
Quote from: teknotiss on October 08, 2013, 04:44:25 PM
if you mean assigning hotkey groups to units in game, i dunno if that can be done
Virgil did it in CW2, so it's obviously doable. He just needs to add another 20 keybindings: 10 for adding to groups, and 10 for recalling groups. (And maybe 1 more for removing from groups, in case he does it the same way he did it in CW2)
* * *
I gotta add that I'd like to see some hotkeys for terraforming. Specifically, +1/-1 to terrain level, and +1/-1 to brush size (that's four bindings).
Also, when you quick save, it would be really nice to see some kind of confirmation pop up.
Quote from: keldor314 on October 06, 2013, 10:47:26 PM
You can actually do this right now, with some command line trickery.
Right click on the shortcut, select properties, then on the shortcut tab, append "-popupwindow" to the Target (no quotes).
Now, in the settings, put it in Window mode with the size equal to your screen resolution.
Best of all, this works with many games, not just Creeper World!
Thank you! That is awesome!
I would be great to add more brushes to both terraforming and the editor, it shouldn't take too much work to just allow us all brush options from 1 to 10 instead just 1,3,5,7,9 and 1,3,6,10 ?
Even more control to the DMD maps, like a tab with separate seeds for each of the options so i can leave the terrain as it is and only move the ridges or just play around with the spore towers leaving emmiters in their places. Also a highest as void option and overall +1/-1 to entire terrain level.
Quote from: pawel345 on October 09, 2013, 02:04:23 AM
...overall +1/-1 to entire terrain level.
I like that! It would be very useful to be able to raise or lower terrain you've been working on for hours rather than having to do every little change by hand.
Quote from: pawel345 on October 06, 2013, 06:54:31 AM
More sound options like independent volume for the player unit shots and explosions, on large maps having 5 mortars on PZ firing the sound can really get annoying, but turning of the sound completely will mean you can't hear important things like spore warnings, explosions when something happens on the other side of the map and so on.
+1 for this. The thunderous mortar sounds are cool, but when you get a few going, that's all you can hear.
Quote from: Loyal on October 07, 2013, 07:00:56 AM
I'd like the option for more visible/obvious building destructions. Too often I've heard one of my buildings blow up, looked around for the source, and failed to find anything until a minute later, when the creeper gains a bunch of ground because the cannons holding them back got knocked offline.
A big +1 for this, too. Almost every time the creeper blows up one of my structures, I hear the explosion, but have no idea where it was. Some kind of obvious flashing indicator that sticks around for a few seconds would be awesome.
Another thing I'd like is a 1/2 speed option on the time flow. For many maps, I can't think or get around quite fast enough for 1X speed, and it'd be nice to not have to constantly pause and unpause. I'd like to time to keep flowing, just more slowly.
Quote from: Martoon on October 09, 2013, 11:56:59 AM
Quote from: pawel345 on October 06, 2013, 06:54:31 AM
More sound options like independent volume for the player unit shots and explosions, on large maps having 5 mortars on PZ firing the sound can really get annoying, but turning of the sound completely will mean you can't hear important things like spore warnings, explosions when something happens on the other side of the map and so on.
+1 for this. The thunderous mortar sounds are cool, but when you get a few going, that's all you can hear.
Quote from: Loyal on October 07, 2013, 07:00:56 AM
I'd like the option for more visible/obvious building destructions. Too often I've heard one of my buildings blow up, looked around for the source, and failed to find anything until a minute later, when the creeper gains a bunch of ground because the cannons holding them back got knocked offline.
A big +1 for this, too. Almost every time the creeper blows up one of my structures, I hear the explosion, but have no idea where it was. Some kind of obvious flashing indicator that sticks around for a few seconds would be awesome.
Another thing I'd like is a 1/2 speed option on the time flow. For many maps, I can't think or get around quite fast enough for 1X speed, and it'd be nice to not have to constantly pause and unpause. I'd like to time to keep flowing, just more slowly.
I also have found it difficult sometimes to identify what got destroyed after hearing the explosion sound.
As far as the time flow thing goes, I'd agree that a slow down option would be nice. In CW2, I sometimes used pause and held down the N key to advance frames, when I wanted to slow down the action for precise timing for a few seconds, but you have to release 'N' and repress it every time you want to advance the frame with CW3.
Quote from: Loyal on October 07, 2013, 07:00:56 AM
I'd like the option for more visible/obvious building destructions. Too often I've heard one of my buildings blow up, looked around for the source, and failed to find anything until a minute later, when the creeper gains a bunch of ground because the cannons holding them back got knocked offline.
I know what you mean.
The work-around I use (and used in CW2 too) is to hit pause as soon as I hear the boom of something blowing up.
Then look around for signs of the explosion, if you don't see it, hit p,p,p,p,p,p to almost frame advance the game (you can use 'n' for a true frame advance, but that might be to small an increment) and watch for the blossoming explosion of you now forever lost unit.
Hope that works for you!
Quote from: Cavemaniac on October 09, 2013, 01:35:20 PM
Quote from: Loyal on October 07, 2013, 07:00:56 AM
I'd like the option for more visible/obvious building destructions. Too often I've heard one of my buildings blow up, looked around for the source, and failed to find anything until a minute later, when the creeper gains a bunch of ground because the cannons holding them back got knocked offline.
I know what you mean.
The work-around I use (and used in CW2 too) is to hit pause as soon as I hear the boom of something blowing up.
Then look around for signs of the explosion, if you don't see it, hit p,p,p,p,p,p to almost frame advance the game (you can use 'n' for a true frame advance, but that might be to small an increment) and watch for the blossoming explosion of you now forever lost unit.
Hope that works for you!
So glad to see I'm not the only one (for once) with an issue! Like everyone was saying, you hear the boom & wonder what just blew up. I like CaveManiac's idea of Pausing & looking around. Except I think I turned off "show explosions" so I could better see the end result. (Turned off mist, too. I couldn't tell where the creeper REALLY was because of the mist). But I'll adjust visibility again & play with pause after the boom. Thanks CaveMan!
Quote from: Martoon on October 09, 2013, 11:56:59 AM
Quote from: pawel345 on October 06, 2013, 06:54:31 AM
More sound options like independent volume for the player unit shots and explosions, on large maps having 5 mortars on PZ firing the sound can really get annoying, but turning of the sound completely will mean you can't hear important things like spore warnings, explosions when something happens on the other side of the map and so on.
+1 for this. The thunderous mortar sounds are cool, but when you get a few going, that's all you can hear.
Quote from: Loyal on October 07, 2013, 07:00:56 AM
I'd like the option for more visible/obvious building destructions. Too often I've heard one of my buildings blow up, looked around for the source, and failed to find anything until a minute later, when the creeper gains a bunch of ground because the cannons holding them back got knocked offline.
A big +1 for this, too. Almost every time the creeper blows up one of my structures, I hear the explosion, but have no idea where it was. Some kind of obvious flashing indicator that sticks around for a few seconds would be awesome.
Another thing I'd like is a 1/2 speed option on the time flow. For many maps, I can't think or get around quite fast enough for 1X speed, and it'd be nice to not have to constantly pause and unpause. I'd like to time to keep flowing, just more slowly.
+1 to all 3 ideas in this post. :)
5. When a beam is selected, all beam ranges show.
6. An option to make buildings+connections invisible. (mainly to be able to see terrain heights on cramped maps)
Quote from: Harkler on October 10, 2013, 12:05:00 AM
5. When a beam is selected, all beam ranges show.
Mmmm. That was one of my favourite features of CW1. Cant think why I didn't campaign for it before release...
Quote from: Cavemaniac on October 10, 2013, 04:40:39 AM
Quote from: Harkler on October 10, 2013, 12:05:00 AM
5. When a beam is selected, all beam ranges show.
Mmmm. That was one of my favourite features of CW1. Cant think why I didn't campaign for it before release...
I do think this is a prioritary option !
Quote from: Wally on October 10, 2013, 07:43:43 AM
Quote from: Cavemaniac on October 10, 2013, 04:40:39 AM
Quote from: Harkler on October 10, 2013, 12:05:00 AM
5. When a beam is selected, all beam ranges show.
Mmmm. That was one of my favourite features of CW1. Cant think why I didn't campaign for it before release...
I do think this is a prioritary option !
What do you mean? You don't think it should be done, or you don't think it was something Virgil was worried about?
Quote from: Kharnellius on October 10, 2013, 08:53:00 AM
Quote from: Wally on October 10, 2013, 07:43:43 AM
Quote from: Cavemaniac on October 10, 2013, 04:40:39 AM
Quote from: Harkler on October 10, 2013, 12:05:00 AM
5. When a beam is selected, all beam ranges show.
Mmmm. That was one of my favourite features of CW1. Cant think why I didn't campaign for it before release...
I do think this is a prioritary option !
What do you mean? You don't think it should be done, or you don't think it was something Virgil was worried about?
Sorry if my english is not always "meaningfull", it's a foreign language for me ;)
I meant none of the above. I really think it should be done, and proposed as a display option (like "opaque creeper" ...).
-I have a split-screen display and the game window always starts in the center of the conjoined display. It should show in the center of monitor 1 rather than the entire desktop. I'm a special case. :) I'm not sure if this is controlled by the application or windows.
-Mute buttons for music and effects like CW 1&2 had. I know I can adjust them in the menu, but that's a bit of a pain.
-Forges need a PZ usage. Like upgrades costing 10% less.
Quote from: pawel345 on October 09, 2013, 02:04:23 AM
I would be great to add more brushes to both terraforming and the editor, it shouldn't take too much work to just allow us all brush options from 1 to 10 instead just 1,3,5,7,9 and 1,3,6,10 ?
The terraforming one is the width of the brush, but the terrain editor is the radius of the brush. If the terraforming brush size indicator was changed to be like the terrain editor, the terraforming brush would be 1, 2, 3, 4, 5. If vice versa, the terrain brush would be 1, 3, 5, 11, 19. The width indicator would have to be in odd numbers because you're pointing at a single map node and the brush would move too much if you were pointing to the center of a 2x2 square.
Quote from: NFITC1 on October 10, 2013, 12:55:17 PM
-I have a split-screen display and the game window always starts in the center of the conjoined display. It should show in the center of monitor 1 rather than the entire desktop. I'm a special case. :) I'm not sure if this is controlled by the application or windows.
I had this issue when I tried to make the game display on my Monitor 2 in a dual-monitor setup. It turns out is'a unity "design feature" to avoid losing the window should monitor 2 go away. :(
My solution was to swap my monitor 1 and 2 designations around and play on Monitor 1. I now have no issues with the straddled window anymore.
Quote from: NFITC1 on October 10, 2013, 12:55:17 PM
-I have a split-screen display and the game window always starts in the center of the conjoined display. It should show in the center of monitor 1 rather than the entire desktop. I'm a special case. :) I'm not sure if this is controlled by the application or windows.
I'm in the same situation. I don't think you're such a special case, because I know a lot of people working this way.
what I would like to see is the impossible maps in the tormented space be made possible it will drive me insane if i know you can't get 100%
Quote from: NFITC1 on October 10, 2013, 12:55:17 PM
-I have a split-screen display and the game window always starts in the center of the conjoined display. It should show in the center of monitor 1 rather than the entire desktop. I'm a special case. :) I'm not sure if this is controlled by the application or windows.
The game will go fullscreen on your main monitor. You can go to Screen Resolution and set either monitor to the main one. (even on a laptop)
Among other things, I'd like to see a (more obvious*) way to rename non finalized custom maps inside the map editor.
It would be nice because on one map, I started with an idea, then as I built the map, it morphed into such a different idea that by the end, the map didn't fit the title at all.
(*I couldn't figure out how to personally, and I'm not as arrogant as to assume that because I can't find it, it isn't there :) )
Right-click to deselect a unit. I used this all the time in cw2.
Quote from: jasonroo on October 10, 2013, 10:23:55 PM
Right-click to deselect a unit. I used this all the time in cw2.
Still works in CW3. I use it all the time.
But you'll have to change the key bindings (click menu, click keys, check the "cancels" box under right click). By default, right click scrolls the map.
Quote from: Bacteriophage on October 10, 2013, 11:00:21 PM
But you'll have to change the key bindings (click menu, click keys, check the "cancels" box under right click). By default, right click scrolls the map.
Click, hold and drag scrolls. Just right-clicking on a selected unit deselects the unit.
As far as I can tell, this does not work with it set to "Moves Map". I click a unit (I used collectors and pulse cannons) and right click on the same unit. Nothing seems to happen. Could be something extremely obvious I'm missing, though.
I really want the end of mission graphs brought back. I loved looking at the graph and trying to figure out when I got that bertha built on a power zone.
I want to be able to send a group of guppies off to supply somewhere, the same way as I'd send a group of cannons or mortars.
When you mouse over a weapon, it should highlight the coverage of all weapons of that type, so I know if there are gaps in my coverage. This is especially important for beams.
In the editor, I'd like to see raise/lower terrain tools, so that making natural looking mountain ranges isn't so annoying.
Quote from: keldor314 on October 11, 2013, 01:11:09 PM
I want to be able to send a group of guppies off to supply somewhere, the same way as I'd send a group of cannons or mortars.
Click on each guppy you want to send somewhere, or select a few by drag-select or select all by Shift-A. Now move to where you want to place them and click once for each guppy in your selection group. If you have 5 guppies selected, you have to click 5 landing slots.
Quote from: keldor314 on October 11, 2013, 01:11:09 PM
When you mouse over a weapon, it should highlight the coverage of all weapons of that type, so I know if there are gaps in my coverage. This is especially important for beams.
Make it so holding down shift (for example) while hovering shows the range. I don't want circles popping up just when my mouse is idle, you know?
QuoteI want to be able to send a group of guppies off to supply somewhere, the same way as I'd send a group of cannons or mortars.
You can - mostly. if you hold down the shift key while clicking on the guppie landing pad you will select them one at a time. Now when you click the landing area you want it will drop one guppie, but you will still have the others waiting, move over 3 ticks and click again. Another guppie! and another, and another.
Its a little more time consuming, but it is also a lot more exact. I actually kinda wish you could move everything this way.
Help menu
- For newbies it should be somthing like "help" menu where it will be shourtly described properties and abilities of all buildings and weapons. Like in CW1 and CW2.
Key bindings
- When you bind some command, this key should be visible in tooltip when you hover mouse over weapon or building like in CW1 and CW2
- Add ability to bind "menu" key (i think it should be ESC by default)
- If you check "right click = cancel" in menu and go in "terraform" mode you cannot cancel. I think we need to add ability to cancel "terraform" mode by right clicking or at least ability to rebind "Remove" submode from right mouse button to some another
Air denial fields should stop drops from orbit.
That or a new orbit-denial enemy structure. It would be nice to restrict someone from landing certain places on the map and you could stop people from rush-nullifying spore launchers.
7. All Terp ranges show while terraforming
Replace targeting reticles with Area-of-Effect Fields.
These reticles apply to all appropriate titans and all AoO's.
BTW, I haven't checked to see if it still persits, but last time I set totems to "charge without forge", nothing improved on it like it seemed it was supposed to.
On a personal note, I know this next thing will never happen, but if the Singer were enabled to convert all creeper it sucked in into AC, it would be much more useful. As it is now, it seems like dead weight.
I would like for there to be a sort of 'auto target' option for strafers. They're really handy to use but it can be sometimes a pain to change their paths when you have about 50 other units to control. I'd imagine the paths would be set as a default to possibly hitting areas out of reach of unupgraded mortars or something. I dunno, thought it would be a handy or atleast interesting if not useful option.
Also Mimsy's point is pretty agreeable for me. I also found out that units such as cannons that fly through a AE field, do not get attacked. Doesn't make much sense for them to atleast not be attacked and say damaged less than strafers would be (due to them being ground-based I assume they'd be tougher). They pass through AE fields unharmed no matter how deep they go. Atleast that's how I've experienced it.
Quote from: JF-T on October 12, 2013, 10:04:11 PM
I would like for there to be a sort of 'auto target' option for strafers. They're really handy to use but it can be sometimes a pain to change their paths when you have about 50 other units to control. I'd imagine the paths would be set as a default to possibly hitting areas out of reach of unupgraded mortars or something. I dunno, thought it would be a handy or atleast interesting if not useful option.
Also Mimsy's point is pretty agreeable for me. I also found out that units such as cannons that fly through a AE field, do not get attacked. Doesn't make much sense for them to atleast not be attacked and say damaged less than strafers would be (due to them being ground-based I assume they'd be tougher). They pass through AE fields unharmed no matter how deep they go. Atleast that's how I've experienced it.
AE fields are basically shields that vaporize incoming projectiles - therefore nobody ever shoots at them. You could also theorize that they only do it to things that would intrinsically hurt the creeper, rather than just a hunk of metal.
A big pause button, ability to "dock" the control panel to the sides.
Quote from: bobthebike on October 13, 2013, 11:26:30 AM
A big pause button, ability to "dock" the control panel to the sides.
I'd like to dock the control panel on the side as well. It makes more sense for a wide screen monitor.
My suggestion for a future update:
For sprayers, add a slidebar for how to divide their ammo storage. This way you can set when the sprayer stops requesting packets and starts sending AC back to the CN. Default is 50 (in v1.04) and can be set anywhere between 0 and 100 (with steps of 10). 0 means it won't be able to fire unless the CN storage is full and 100 means it will never send any AC back to the CN. Useful for faster dispatch to CN and to load sprayers with full ammo before sending them to an island and avoids confusion for new players (why doesn't my sprayer load fully?).
Some more CRPL functions, especialy:
a way to make something like carmozonium(?? idk how to write it) walls form CW1 to block player connections with CRPL,
a way to spawn player units and structures,
and a way to send and receive packets of any kind(not only ammo) as well as increase or decease player energy production.
Also more control of AntiAir fields to be able to place them from any place on the map in any shape using CRPL.
Well, as well as all the features I mentioned I wanted for CRPL in this thread: http://knucklecracker.com/forums/index.php?topic=14329
A stars rating for DMD maps, and a way to sort by that.
Right now, tiny easy maps have high play counts even when they suck, simply because it only takes 2 minutes of your time to try it out.
I'd like to see a feature that allows you to deploy guppies without a full load. There are already some puzzle maps in the DMD where this would be an extremely useful feature.
Optimally, I'd like to see a slider/text field that allows you to set the minimum amount of energy/ore the guppy will deploy with, as well as to separately set the maximum amount of energy the pad will accumulate while the guppy is gone (or while the guppy doesn't have a destination set).
a "more saves" save option, some maps i never save, others i need about 20 saves slots! ;) never a happy medium, a button that give a new slot and a scroll bar to choose amongst them would be nce.
What I'd love to see is updated dispatching algorithms. Currently I'm in Tormented Space, meaning I only get one CN. It doesn't matter what humongous army I control, there is no lag.
On the other hand, when I played some Prospector Zone maps, I regularly got lag when using multiple CNs. Similarly for some of the story missions.
So I'd be pleased if this specific part of the code could at least be looked at -- after all, it may just have been my perception.
I'd like it if, when selecting multiple units (especially when you drag-select), that there's a display somewhere that tells you how many units you have. Which would be especially useful for air units.
Don't know if this has been suggested before, but I'd like to be able to type the star system I want to go (in Tormented Space and Prospector Zone). So if I want to go to S200_73, I want to have a search function or something, so that if I type 73 (or S200_73) I go to that star system. Now, if someone says there's a nice map in S200_73, I have to search the entire area for that star system.
When you use the load file menu option, I wish there was a menu for the save slots. As it is now, you can have a file named: custom_map-auto-auto-auto-auto-auto-auto.cw3 in the long run with the auto save feature. :P
Quote from: miquelfire on October 16, 2013, 07:06:24 PM
When you use the load file menu option, I wish there was a menu for the save slots. As it is now, you can have a file named: custom_map-auto-auto-auto-auto-auto-auto.cw3 in the long run with the auto save feature. :P
Don't load the auto-save file. Load the original game file, the menu with save slots will show and choose the save you want to load from there.
Two small UI suggestions:
-When selecting a collector or weapon (anything which has a range) which is not yet finished building, I'd like to see the range of that unit/structure.
-I'd like to see the connections between structures/weapons and not yet landed command nodes (for example, when I order my CN to land somewhere, and place 2 collectors next to it, there is a connection displayed between the 2 (unbuild) collectors. I'd also like to see a connection with my (unlanded) CN.
EDIT: Another small suggestion: in the menu, your saved files currently contain date + time of day. I'd like to also see the mission time in there
I would like to see a elevation guide attached to the minimap that appears when you click on a planet. It would be nice when in Tormented Space or Prospector's, to gain a little more information quickly about the general outline of the map. There are so many different terrain palettes and textures, its hard to tell at a glance the map elevations. And will be harder when folks start submitting customized maps.
Also, tossing in my vote for displaying all firing ranges for like units, especially the beams
Some further suggestions from me (some have been mentioned above, I second them):
1. Quicksave/quickload (Ctrl+C,Ctrl+V as in CW2 would be fine)
2. Leave a world without saving
3. The ability to launch guppies/strafers/bombers with a partial load
Quote from: Lord_Farin on October 17, 2013, 04:16:35 AM
Some further suggestions from me (some have been mentioned above, I second them):
1. Quicksave/quickload (Ctrl+C,Ctrl+V as in CW2 would be fine)
2. Leave a world without saving
3. The ability to launch guppies/strafers/bombers with a partial load
You can already launch strafers and bombers without full load, just deselect auto-relaunch and set a target. You can check auto-relaunch again and won't turn back immediatly. Quicksave/load is already implemented, check your key bindings.
Quote from: J on October 17, 2013, 04:47:24 AM
You can already launch strafers and bombers without full load, just deselect auto-relaunch and set a target. You can check auto-relaunch again and won't turn back immediatly. Quicksave/load is already implemented, check your key bindings.
:blush: Thanks for pointing out.
I would really like for the terrain brush, both in editor and terraforming, to have a "straight-line" function, similar to drawing a straight line in MSPaint. My hand is horribly unsteady, and the terrain tiles are smaller on the screen than in earlier games, so when I want to draw a straight line I have to go back and get rid of all the bumps and ridges. That's annoying.
Yes it is annoying. Especially on small maps with almost no room to scroll the screen in completely vertical or horizontal directions.
On bigger maps, just hold the mouse still and scroll with the WASD keys.
Don't think this was mentioned. Please "auto-pause" the game when a dialog box comes up (like when you collect a tech).
Also, please add an "Ok" button to those dialog boxes. It feels weird having to hit the "x" when it pops up. At first I couldn't figure out how to close it, lol.
Very annoying to connect to one and have it pop-up without it auto-pausing as sometimes it happens at an inopportune time.
An in game manual, explaining each unit and overall mechanics. There is a short explanation during the Arc Eternal, but it doesn't give any numbers like energy/sec for reactors/collectors, exact range and damage for weapons and so on. Maybe a cool thing would be displaying those numbers when the unit is selected like health is shown now. Also if health could be in numbers instead of % as that would allow us to see difference between how long can an unit stay in the creeper.
- Tell units to hover or not land. (checkbox)
This one's almost cheating but you can already move a unit back and forth to make it hover manually. You could use it to, for example, drop your entire invasion force at exactly the same time. But you could also use it to build up a large number of units with just a little land, which I think goes against the spirit of the game.
It's very minor compared to other requests, but I'd like anti-aliasing or vector graphics rendering for the paths between star systems. If one zooms in to one of the most detailed level, there's the "M$ Paint"-y type of straight line that I think has no place in CW3.
Quote from: Lord_Farin on October 26, 2013, 02:18:45 PM
It's very minor compared to other requests, but I'd like anti-aliasing or vector graphics rendering for the paths between star systems. If one zooms in to one of the most detailed level, there's the "M$ Paint"-y type of straight line that I think has no place in CW3.
Since I don't see that on my system, could you take a screenshot and post it here?
Quote from: Mimsy on October 26, 2013, 12:30:17 PM
- Tell units to hover or not land. (checkbox)
This one's almost cheating but you can already move a unit back and forth to make it hover manually. You could use it to, for example, drop your entire invasion force at exactly the same time. But you could also use it to build up a large number of units with just a little land, which I think goes against the spirit of the game.
perhaps against the spirit of the campaign, but i think that could be a cool game mechanic for some custom mappers. it should be a mappers choice to use though as it would break other maps
Quote from: Grauniad on October 26, 2013, 02:30:12 PM
Quote from: Lord_Farin on October 26, 2013, 02:18:45 PM
It's very minor compared to other requests, but I'd like anti-aliasing or vector graphics rendering for the paths between star systems. If one zooms in to one of the most detailed level, there's the "M$ Paint"-y type of straight line that I think has no place in CW3.
Since I don't see that on my system, could you take a screenshot and post it here?
Please find it attached. Incidentally, I now noticed the anti-aliasing problem on other zoom levels as well. (Although the picture is JPEG, the pixelated lines are not the result from that lossy format.)
Some more suggestions from me:
Make anticreeper spores and spore towers to be considered as an ally, not an enemy. Specifically:
-Let beams not shoot on AC-spores. The map Alpha:redlemon:bardel was so annoying, because you had to disable/enable your beams every minute.
-Maybe: do not require that we nullify AC spore towers (I haven't looked into the map maker very much, but if you can make a spore tower which sometimes shoots AC spores and sometimes shoots C spores, then you should of course nullify those. In that case, this suggestion doesn't make that much sense...
Also: I'd like to see more save files available per map. Sometimes 4 just isn't enough (auto doesn't really count)
I think there's more than enough room for saves. And if you really need to save more files, go into the folder and rename them. Change Map-0.cw3 to Map-4.cw3. It won't show on the load game menu because there are only 4 slots, and that would be the fifth file in sequence, but you can use the Load File planet (orbiting the DMD) to load the saved game. And you can always rename the file again if you want.
-
Anyway. I'd like to see in the next patch something which indicates the victory conditions of a map. In much the same way that CW2 did, but perhaps not on the loading/splash screen. (Although, it could go there, and I wouldn't really mind.) I think that placing the Victory Conditions of a map in the upper right, just under to red pause button would be ideal. (And perhaps it's semi-transparent when time is flowing, so it's not in the way of game play.)
See, I've just been playing J's level pack (http://knucklecracker.com/forums/index.php?topic=14584.0), and some of the maps have victory set when you collect a shield key, and some maps don't. The trouble is that some maps which have shield keys don't set victory when you collect said shield key. I realize this is something that a map maker should really be aware of, but it'd be nice to see somewhere on a map the victory conditions.
So, obviously, this game mechanic should have some CRPL codes which replace standard victory conditions. That is: if CRPL cores don't define victory conditions, then it should probably say something like "Mission Objective: Obliteration." If the map maker has set some other victory conditions, then s/he can write a line of CRPL which replaces that text string with his or her own mission objectives (like "Collect the shield keys" or "Survive for 35 minutes" or "Stop the Prism Ship from reaching the Armored Totem".) Maybe it's best to have a character limit of 120 characters, so trolly map makers don't write friggin' paragraphs for mission objectives. There is, of course, the problem that there could be custom mission objectives which aren't defined by the map maker (for whatever reason): in which case, the Mission Objectives would simply read "Custom" or some other variation.
Just some thoughts.
An option to delete all runners in the editor.
The editor not set D-growth visibility on every time I click "Edit Map".
Remappable keyboard shortcuts for the editor.
Too bad there isn't a simple way to "like" some of these suggestions & to mark others as simply asking for too much. There are already a lot of ways to modify/personalize the way the game is viewed & played. There should also be a choice for "nitpicking". ;)
Maybe a mod with lots of extra time on their hands (ha!) could make a comprehensive list that could be voted on somehow. Secondly, map building as opposed to map playing could be separated.
Just my 2cents. On the other hand, maybe I'm guilty of nitpicking! :)
Well one can make a poll, with each suggestion as an option, but such a poll would be best done by someone who knows what is possible and what will not happen ever. Or make a Google doc where there would be possible to add new ones and vote for some, but either way in the end its Virgilw who decide what he will add to the game.
Quote from: TLMike on November 05, 2013, 12:54:51 AM
I think there's more than enough room for saves. And if you really need to save more files, go into the folder and rename them. Change Map-0.cw3 to Map-4.cw3. It won't show on the load game menu because there are only 4 slots, and that would be the fifth file in sequence, but you can use the Load File planet (orbiting the DMD) to load the saved game. And you can always rename the file again if you want.
That is exactly what I currently do, but every time I do that I wonder what reasons one could have against having more than 4 slots. I mean, if you have the possibility for 20 saves, nothing forces you to use them all, right? (note: I'm not saying I need 20 saves per map, but something like 8 would be nice)
Virgil might be able to code up some spiffy menu which has as many slots as you need saves. But, personally, I only ever need like 2.
Maybe tooltips for each option in the map editor and DMD?
I feel with Custom graphics it would help to atleast indicate which graphic slots are for which game entity, otherwise it might get a bit confusing.
something I got used to in CW1 and CW2 and now miss in CW3 was being able to Mute from the units bar right next to the Pause.
The following CRPL command.
CreatePacket
Arguments: Coordinates, type of packet
Notation: i1 i2 n1 -
This commands takes coordinates and a type of packet, and creates that packet at said coordinates.
Eg CurrentCoords 0 CreatePacket
0 would be Build
1 would be Ammo
2 would be AC
3 would be Ore
4 would be Totem
So if I wanted to make an ore miner replication:
once
Self CONST_NULLIFIERDAMAGES FALSE SetUnitAttribute
Self CONST_CONNECTABLE TRUE SetUnitAttribute
endonce
CurrentCoords 3 CreatePacket
20 Delay
Build packets would go to nearest unbuilt thing
Ammo goes to nearest unfuelled thing
AC goes to nearest unfuelled sprayer/bomber
Totem hoes to nearest totem or forge
Ore goes to nearest CN.
The ability to create AC emitters - both in the code, and in game as a unit say, under "structures" or "weapons".
Make amounts of AC from said emitters increase with forge upgrades.
A way to search for a particular map by name.
A way to find a planet system by number. (Tormented space ect)
Area/Unit Targeting - sometimes on island maps, your units will fire at the island with the most creeper and not the island that you are assaulting...can be very aggravating. (So far I have been able to work around this using other systems, but dreading the day that I cannot, and cannot get my units to fire in the right direction.)
I concur with others in suggesting, that AC spore towers not be considered enemies. (not fired at by my beams, and no alarm for them :) ) Nervous Ned here.
An (Obvious) way to tell an AC emitter from a Creeper emitter.
A list somewhere on the menu, or beside it listing the number of Emitters/spores ect. So you don't spend a large amount of time counting them.
(Also the amount that emitters/spores ect. produce needs some kind of neutral background so that you can read them. if placed among Digitalis or other terrain, they can be very difficult to read.)
Just for S&G's: I'm wondering, if some sort of coding could be written, that would be able to test whether or not, a map is possible to win.
Could it be possible to "categorize" maps by say "one way to win" vs "multiple paths to victory."
Limit the use of Digitalis per map to a percentage of some size.
Also noticed that with multiple connected Command structures, although the amount of energy and such produced is Supposed to be Cumulative, the amount given out is limited to the closest Command structure, and not the cumulative amount of the total amount of structures. (Could this be fixed?)
Also, wish there was a way to "Like" and "Good Grief!" a post. :D
Quote from: TLMike on November 06, 2013, 05:03:25 PM
Virgil might be able to code up some spiffy menu which has as many slots as you need saves. But, personally, I only ever need like 2.
I think the current number is fine for the easier maps, but on the harder maps it's easy to find yourself in an unsupportable position, but not realize it until it's too late to do anything about it. It's nice to have saves at multiple points during your playthrough, so that you can backtrack to a point in time before you painted yourself into a corner without having to jump too far back. For example, I played Coritlia the other night, and I reused each of the save slots multiple times, and was definitely wishing for more. So, I'm in the camp that would like to see an expanded number of save slots per map.
Quote from: Otterbear on November 22, 2013, 09:23:09 AM
My views on your views - please excuse my involuntary rudeness.
Spoiler
QuoteThe ability to create AC emitters - both in the code, and in game as a unit say, under "structures" or "weapons".
CRPL-possible.
QuoteMake amounts of AC from said emitters increase with forge upgrades.
CRPL-possible, assuming you're using the fire rate upgrade or one that already exists.
QuoteA way to search for a particular map by name.
It can be assumed that this will be available in Colonial Space.
QuoteA way to find a planet system by number. (Tormented space ect)
Support.QuoteArea/Unit Targeting - sometimes on island maps, your units will fire at the island with the most creeper and not the island that you are assaulting...can be very aggravating. (So far I have been able to work around this using other systems, but dreading the day that I cannot, and cannot get my units to fire in the right direction.)
Get a terp to cut off a blaster's line of sight. Otherwise, this is just part of the challenge of the gameplay, in my opinion.
QuoteI concur with others in suggesting, that AC spore towers not be considered enemies. (not fired at by my beams, and no alarm for them :) ) Nervous Ned here.
CRPL-possible. Except you wouldn't be firing spores, you'd be firing custom missile CRPLcores. They'd do the same as spores and look the same but they'd be untargetable.
QuoteAn (Obvious) way to tell an AC emitter from a Creeper emitter.
AC emitters spin, are smaller, and are surrounded by differently-coloured creeper.
QuoteA list somewhere on the menu, or beside it listing the number of Emitters/spores ect. So you don't spend a large amount of time counting them.
Support.Quote(Also the amount that emitters/spores ect. produce needs some kind of neutral background so that you can read them. if placed among Digitalis or other terrain, they can be very difficult to read.)
Support.QuoteJust for S&G's: I'm wondering, if some sort of coding could be written, that would be able to test whether or not, a map is possible to win.
I imagine this would be impossible. You could just say that the map submitter has to have beat the map before submitting it (to Colonial Space).
QuoteCould it be possible to "categorize" maps by say "one way to win" vs "multiple paths to victory."
All maps have one route... destroy all the stuff.
QuoteLimit the use of Digitalis per map to a percentage of some size.
NO NO NO.QuoteAlso noticed that with multiple connected Command structures, although the amount of energy and such produced is Supposed to be Cumulative, the amount given out is limited to the closest Command structure, and not the cumulative amount of the total amount of structures. (Could this be fixed?)
They do.
QuoteAlso, wish there was a way to "Like" and "Good Grief!" a post. :D
Support.
To clarify some of my desires:(Some of the stuff you supported has been edited out for clarity.)
I too, hope this doesn't sound like I'm angry. :D * YOU NEED TO CLICK ON THE SPOILER AGAIN TO SEE MY RESPONSE, SORRY.
Quote from: Clean0nion on November 22, 2013, 02:03:31 PM
Quote from: Otterbear on November 22, 2013, 09:23:09 AM
My views on your views - please excuse my involuntary rudeness.
Spoiler
QuoteThe ability to create AC emitters - both in the code, and in game as a unit say, under "structures" or "weapons".
CRPL-possible.
QuoteMake amounts of AC from said emitters increase with forge upgrades.
CRPL-possible, assuming you're using the fire rate upgrade or one that already exists.I'm fairly certain that this can be done with/within CRPL. My desire however is for this unit to be a part of the "New" game/patch, as a default unit such as bombers, cannons ectra.QuoteA way to search for a particular map by name.
It can be assumed that this will be available in Colonial Space.This is good news!QuoteArea/Unit Targeting - sometimes on island maps, your units will fire at the island with the most creeper and not the island that you are assaulting...can be very aggravating. (So far I have been able to work around this using other systems, but dreading the day that I cannot, and cannot get my units to fire in the right direction.)
Get a terp to cut off a blaster's line of sight. Otherwise, this is just part of the challenge of the gameplay, in my opinion.At first glance I was happy hear that idea...I hadn't thought of that, on further consideration however, this may work with blasters but will NOT have ANY effect on Mortars. (Which honestly, is what your going to need to take that next island.) ;)QuoteI concur with others in suggesting, that AC spore towers not be considered enemies. (not fired at by my beams, and no alarm for them :) ) Nervous Ned here.
CRPL-possible. Except you wouldn't be firing spores, you'd be firing custom missile CRPLcores. They'd do the same as spores and look the same but they'd be untargetable.Again, looking for spore defenses to NOT target AC spore towers as part of the game itself, not just the CRPL code.QuoteAn (Obvious) way to tell an AC emitter from a Creeper emitter.
AC emitters spin, are smaller, and are surrounded by differently-coloured creeper.Not a big issue but, most of this info is only available once you have started that game. Knowing its there ahead of time would save some agravation. Also AC spore towers could be more specifily designed as to give you a hint that they are AC spores ect.QuoteJust for S&G's: I'm wondering, if some sort of coding could be written, that would be able to test whether or not, a map is possible to win.
I imagine this would be impossible. You could just say that the map submitter has to have beat the map before submitting it (to Colonial Space).Support!
QuoteCould it be possible to "categorize" maps by say "one way to win" vs "multiple paths to victory."
All maps have one route... destroy all the stuff.Not necessarily, some maps for instance, just want you to destroy the shield inhibitor, others all emitters, and still others all creeper (I hope), some have only ONE way of achieving the end result, while others may offer different approaches. (IE:Some have very few places to "Land", while others provide many.)QuoteLimit the use of Digitalis per map to a percentage of some size.
NO NO NO.Yea, your probably right...not my favorite thing to see on a map though. ;)QuoteAlso noticed that with multiple connected Command structures, although the amount of energy and such produced is Supposed to be Cumulative, the amount given out is limited to the closest Command structure, and not the cumulative amount of the total amount of structures. (Could this be fixed?)
They do.Yea, I realized early this morning that I had an old version. Patched up now. I hope your right.QuoteAlso, wish there was a way to "Like" and "Good Grief!" a post. :D
Support.
As for AC emitters and AC spore towers, they can be told apart and they are coded into the game. Once you mouse over an AC emitter you can see that the production is -X and as for spore towers at the beginning before they start building and after they finish they have a white X instead of a blue one.
Quote from: pawel345 on November 22, 2013, 05:12:42 PM
As for AC emitters and AC spore towers, they can be told apart and they are coded into the game. Once you mouse over an AC emitter you can see that the production is -X and as for spore towers at the beginning before they start building and after they finish they have a white X instead of a blue one.
Thanks Pawel345, I was not aware of that.
Please excuse me if i am jumping on a thread where i should have started my own but i see that many of the posters are not the OP.
Sorry again if what i would like to see has already been said.
Deeper maps 1-10 level terrain just seems to cap some of the the maps funniness.
I realize there has to be a limit but at least 40-50 deep would be nice to see. I think it would actually make use of the forge more then just upgrading the energy, packet speed and speed build.
And to choice which units the guppy sents its packets to. Yes i can turn off the other units but that would cause the creeper to advance on my other units.
Quote from: Ringo on November 28, 2013, 07:37:39 PM
Deeper maps 1-10 level terrain just seems to cap some of the the maps' fun.
I realise there has to be a limit but at least 40-50 deep would be nice to see.
I think this is actually a good idea. It could be something like
once
0 50 SetTerrainLimits
0 "texture_244" 50 SetTerrainTexture
1 "texture_244" 60 SetTerrainTexture
#and so on
endonceSetTerrainLimits
SetTerrainLimits
Arguments: Lower limit, upper limit n1 n2 -
Sets the terrain limit to specified textures
SetTerrainTexture
SetTerrainTexture
Arguments: Terrain level, texture, brightness i1 n1 i2 -
Sets a texture for terrain from a list of textures
There is the SetTerrainOverride function and that allows you to set it as high as 500 i think? :D
Quote from: pawel345 on November 29, 2013, 11:59:38 AM
There is the SetTerrainOverride function and that allows you to set it as high as 500 i think? :D
I think it lets you set it infinitely high but that doesn't affect the terrain textures.
Quote from: pawel345 on November 29, 2013, 11:59:38 AM
There is the SetTerrainOverride function and that allows you to set it as high as 500 i think? :D
There is? In the map editor i have not found it but i could have easily overlooked or not knew what it meant at the time. Where at?
It's a CRPL command.
Quote from: kwinse on November 29, 2013, 04:45:15 PM
It's a CRPL command.
Thanks but what does it say exactly? Cause i can't find it.
Quote from: Ringo on November 29, 2013, 05:27:47 PM
Quote from: kwinse on November 29, 2013, 04:45:15 PM
It's a CRPL command.
Thanks but what does it say exactly? Cause i can't find it.
http://knucklecracker.com/wiki/doku.php?id=crpl:docs:setterrainoverride
Quote from: Clean0nion on November 29, 2013, 05:41:57 PM
Quote from: Ringo on November 29, 2013, 05:27:47 PM
Quote from: kwinse on November 29, 2013, 04:45:15 PM
It's a CRPL command.
Thanks but what does it say exactly? Cause i can't find it.
http://knucklecracker.com/wiki/doku.php?id=crpl:docs:setterrainoverride
Thank you
I would like to be able (if possible), to rotate the map. Maybe not all 360deg but to be able to "Flip" horizontal and vertical. For some reason I like to work from the left side or bottom of maps. It is a little discombobulating for me to work top down or left to right. (But maybe I'm the only one with this sort of mental issue. :) )
Quote from: Otterbear on November 30, 2013, 08:48:20 PM
I would like to be able (if possible), to rotate the map. Maybe not all 360deg but to be able to "Flip" horizontal and vertical. For some reason I like to work from the left side or bottom of maps. It is a little discombobulating for me to work top down or left to right. (But maybe I'm the only one with this sort of mental issue. :) )
Just rotate your monitor, either physically, or though the driver software. You're welcome. :)
Quote from: Karsten75 on November 30, 2013, 08:57:25 PM
Quote from: Otterbear on November 30, 2013, 08:48:20 PM
I would like to be able (if possible), to rotate the map. Maybe not all 360deg but to be able to "Flip" horizontal and vertical. For some reason I like to work from the left side or bottom of maps. It is a little discombobulating for me to work top down or left to right. (But maybe I'm the only one with this sort of mental issue. :) )
Just rotate your monitor, either physically, or though the driver software. You're welcome. :)
Not everyone can do that; I know I can't with my system, and as I use a laptop I can't rotate the monitor. But flipping the screen would mess with screen-based CRPL and a trove of other stuff.
I do have the ability to use my video driver software to turn my screen(Thank you, Karsten75), hadn't occurred to me to do so. (I'm sure that would play havoc with my ability to select units and such, but it could be done I guess.).
I forgot that a lot of the Code is tied to locations on the map so I guess it would take a bit of work to re-align everything in the background, should you want to create the ability to rotate. Probably not on the front burner at the moment. Thanks for the friendly reminder CleanOnion.
i would like 2 more things
1 sequential targeting for berthas, ie set target 1,2,3,4 and then the bertha will fire in sequence or a zone of fire square the player can draw, inside which the bertha/s fire at the deepest creeper
2 level "11" terrain, map editable terrain height that allows for no creeper or Digi to cross, but can be lowered by terps (perhaps default so players can't terp to level 11 unless the mapper allows it), if lowered any Digi can connect and grow as it's just terrain from then on.
2 is especially important, since it would allow for the best bit of CW2, chambers of high density, without having to CRPL things in. 8)
Quote from: teknotiss on December 11, 2013, 05:25:32 PM
...without having to CRPL things in. 8)
Ahh, but that's the main advantage of CRPL -- to allow us to do things Virgil didn't envision without him having to go in and put in extra support for it in the game.
1 would be nice. Kind of like how the Big Bertha cannons on Total Annihilation worked, you could queue targets.
It would be cool to enable other things than just snipers and nullifiers to target CPRL cores. At least beams as more and more CPRL units are "flying" units.
And to enable more packet/resource control like aether and AC and ability to send packets(It has been said somwhere and seems to take more work than just enabling a new function so I guess we will have to wait for a while for that).
In terraform mode it would be nice to have the keys 1-0 change the terrain level setting.
Quote from: Volix on December 16, 2013, 08:48:54 PM
In terraform mode it would be nice to have the keys 1-0 change the terrain level setting.
And for that matter, the terrain level in the world editor. It would also be nice to be able to press some keys to change the brush size.
Quote
Ahh, but that's the main advantage of CRPL -- to allow us to do things Virgil didn't envision without him having to go in and put in extra support for it in the game.
True but there is those of us that are very very bad at CRPL things up and in. Even whats on the wiki i am currently unable to CRPL even the examples in.
Two more things i would like to see.
Add a either a 2nd page to the forge upgrades or a direct unit upgrade when you click that unit. And the option to disable one of these pages in the editor. These could help but also have a negative effect to the gameplay. If you upgrade to many and don't have the power to hold them.
Say damage upgrade to units. This would also cause those units to take more power and or slow the fire rate. Maybe more hp or a shield (either area or just to that unit).
Say a blaster does 20 damage (idk for sure what it does just pulling numbers here) upgrades would do say 30 damage, 40 damage, 50 damage.
Add a upgrade for how much ammo a unit holds
I know the forge is not really used other then a few upgrades and the black hole weapon but it would be nice.
Forges black hole weapon. Change to where you have a choice of 25%, 50%, etc you could type in say 250 units of arthea, etc up to however much arthea you got.
And set the stafer/bomber attack path and not just the point like say going up a digtail no across it.
I would like to see combo weapons (think stafer/bomber combo). Say put them in the editor and the campaign maps after you beat the game/map you could back and play with them.
Switch off/on or set the switch effect of creeper to ac.
Runners target flying/moving units which cause them to crash with damage from the fall.
Something that we can not shoot/connect across. But could fly over strafers/bombers/moving units but would have to go around to link up with the power network.
I know they are CRPL but still be nice cause like i said some of us are not good with CRPL.
Quote from: Ringo on December 18, 2013, 05:28:48 PM
And set the stafer/bomber attack path and not just the point like say going up a digtail no across it.
This part already exists. You just have to click and drag instead of just clicking. No CRPL required.
Quote from: Ringo on December 18, 2013, 05:28:48 PM
Runners target flying/moving units which cause them to crash with damage from the fall.
Now this is a feature I would like to see. But it'd have to be an option on runner nests that the map maker manually enables, to avoid messing with previous maps.
I'm not sure if this has been suggested or if there's a reason against it, but i'd like to see a DMD style graphic on custom maps showing the emitters, spore towers resources etc. before playing a map.
hehe.. great answer :)
Quote from: JonneeG on December 25, 2013, 03:40:53 PM
I'm not sure if this has been suggested or if there's a reason against it, but i'd like to see a DMD style graphic on custom maps showing the emitters, spore towers resources etc. before playing a map.
Yes, and yes, and more yes. And for that matter, the little logos that appear on DMD previews should also appear on CS previews.
I'm trying not to sound like a spoiled child here, because CW is so great already, and again if these were already suggested, I'm just seconding them,
In the editor I would like to see those CW1 pink walls, the ability to pit creeper directly onto a map, and a button to get rid of all human buildings
Please give sniper towers a different silhouette. It's impossible to tell them apart from cannons when you send a large group of guns cross-country. I normally just send a group then rearrange on the fly how they will land, but it is very hard to do so when they use the same green outline.
Quote from: JonneeG on December 26, 2013, 10:08:18 AM
I'm trying not to sound like a spoiled child here, because CW is so great already, and again if these were already suggested, I'm just seconding them,
In the editor I would like to see those CW1 pink walls, the ability to pit creeper directly onto a map, and a button to get rid of all human buildings
Has it has been a long time sent i played CW1 i am not sure if i am right.
But i think those pink walls are green-ish in this game has they seem to work the same way has my memory says those pink walls from CW1 does.
Quote from: Ringo on December 27, 2013, 12:45:59 AM
Quote from: JonneeG on December 26, 2013, 10:08:18 AM
I'm trying not to sound like a spoiled child here, because CW is so great already, and again if these were already suggested, I'm just seconding them,
In the editor I would like to see those CW1 pink walls, the ability to pit creeper directly onto a map, and a button to get rid of all human buildings
Has it has been a long time sent i played CW1 i am not sure if i am right.
But i think those pink walls are green-ish in this game has they seem to work the same way has my memory says those pink walls from CW1 does.
I'm afraid that you are slightly mistaken, the pink walls in CW1 are invincible while the green walls in both CW 1 and 3 decay after creeper touches it
Quote from: Grayzzur on December 11, 2013, 06:02:52 PM
Quote from: teknotiss on December 11, 2013, 05:25:32 PM
...without having to CRPL things in. 8)
Ahh, but that's the main advantage of CRPL -- to allow us to do things Virgil didn't envision without him having to go in and put in extra support for it in the game.
and CRPL will also put off a lot of mappers who may not want to learn to code (or like me HATE it) and my suggestion would put some basic codes in as units, structures or events for the "not a code monkey" types. this would lead to many more maps to play. which would be nice :)
Quote from: teknotiss on December 27, 2013, 10:33:35 AM
Quote from: Grayzzur on December 11, 2013, 06:02:52 PM
Quote from: teknotiss on December 11, 2013, 05:25:32 PM
...without having to CRPL things in. 8)
Ahh, but that's the main advantage of CRPL -- to allow us to do things Virgil didn't envision without him having to go in and put in extra support for it in the game.
and CRPL will also put off a lot of mappers who may not want to learn to code (or like me HATE it) and my suggestion would put some basic codes in as units, structures or events for the "not a code monkey" types. this would lead to many more maps to play. which would be nice :)
There is a CRPL examples page on the wiki where people have uploaded some custom script. So if someone were to whip up a custom unit base and upload it there, all you non-code-monkeys would be able to just copy it from there.
I talk to my units "Not there you idiot" so I'd like to get target function to canon,mortar,sprayer.
I see it like this:
Canon - cone in some direction. Like I point South and it shoots only from SE to SW.
Sprayer - point like in air units where sprayer just place AC
Mortar - point where to hit or area
Quote from: Mefi on December 30, 2013, 11:46:52 AM
I talk to my units "Not there you idiot" so I'd like to get target function to canon,mortar,sprayer.
I see it like this:
Canon - cone in some direction. Like I point South and it shoots only from SE to SW.
Sprayer - point like in air units where sprayer just place AC
Mortar - point where to hit or area
Using sprayers or pulse cannons, you can use the terp to raise the terrain around it, meaning they only shoot over the terrain you didn't raise.
Smart use of line of sight mechanic and if you have time and resources to change grounds could be.
But at some maps you don't have unit(blocked) or you want to have good time.
I did Alpha Sector:Lich 98:Hopping at south part of map you have bowl place. My cannon placed at power spot started to shoot walls next to it not big patch of creeper in front >:( I moved cannon there and cleared top still it's annoying.
My change to sprayer wasn't about where direct sprayer but to get AC in pointed place so sprayer would have more tactical use as now it stop spray when no creeper in range.
Quote from: Mefi on December 30, 2013, 01:26:20 PM
My change to sprayer wasn't about where direct sprayer but to get AC in pointed place so sprayer would have more tactical use as now it stop spray when no creeper in range.
Sprayers in Colonial Space edition (which you can download here (http://knucklecracker.com/forums/index.php?topic=14505.0) already have an "always on" option to keep dumping AC.
i would like to see the DMD's "i feel crazy" button either 1: moved to the end of it's row, or 2: have an "are you sure?" popup.
more than once i have THE best DMD map ever ;) and i've gone to click the "resources" button and missed.... >:( then :( then the crying emoticon that we don't have :)
this just happened for the third or fourth (or fifth, i may be blanking out the horror ::)) time just now and i'm peeved, and jolly angry don'tcha know :)
The hard limit on upgrades? The option to go higher in custom maps.
A 'previous' or 'go back' button on the DMD ' I Feel Crazy' function 'cos I often get click-happy and flick past promising looking maps, and have no way to get back to them.
Quote from: Cavemaniac on January 04, 2014, 01:52:51 AM
A 'previous' or 'go back' button on the DMD ' I Feel Crazy' function 'cos I often get click-happy and flick past promising looking maps, and have no way to get back to them.
that could do for my problem too! good idea cave this is something that i'd use too :)
Quote from: teknotiss on January 04, 2014, 09:51:04 AM
Quote from: Cavemaniac on January 04, 2014, 01:52:51 AM
A 'previous' or 'go back' button on the DMD ' I Feel Crazy' function 'cos I often get click-happy and flick past promising looking maps, and have no way to get back to them.
that could do for my problem too! good idea cave this is something that i'd use too :)
Woo-hoo!
We got our wish!
Virgil implemented this in today's build release.
i like the details button, but having a DL/play button in the front screen will save a lot of clicking when coming back to play an in progress map.
cheers V for the DMD's prev and next buttons!
Previously, the 'Play' button on the main list went to the current details page where you had to select what to do (load a save slot, restart, etc.)
Quote from: teknotiss on January 06, 2014, 05:09:12 PM
i like the details button, but having a DL/play button in the front screen will save a lot of clicking when coming back to play an in progress map.
cheers V for the DMD's prev and next buttons!
What V said, and think of it as a preview screen and where you can load your saves from.
Quote from: virgilw on January 06, 2014, 05:15:58 PM
Previously, the 'Play' button on the main list went to the current details page where you had to select what to do (load a save slot, restart, etc.)
Quote from: Grauniad on January 06, 2014, 05:19:16 PM
What V said, and think of it as a preview screen and where you can load your saves from.
did it? oh yes my memory sucks, well it'd still be nice to to be able to "DL/play/load-last-save" straight from the CS menu(or is page more appropriate? more like a page in my mind, but i've been messing with a win 8 tablet for a bit ::)), and the "Details" button will let you choose earlier saves if you need them, just after less clicking (yes i am that lazy ;))
Currently in the CS details screen you press 'view scores' to go to a separate screen for scores. Personally, I'd like to see the scores directly on the details screen with the larger map view rather than having to click back and forth. Though in deference to those that don't want to see scores or whose monitors are too small, there could be a toggle for this on the detail screen or in settings.
If you liked this could allow you to remove the extra scores screen altogether,consolidating the separate 'view scores' button on the main map page with the details button
Spoiler
(http://i.imgur.com/qtPVBU5.jpg) (http://imgur.com/qtPVBU5)
I'd like to see nr of targets that Nullifier will have in range. I missed some 2n or 3rd targets by pixels.
The ability to disable totem packets. More than once I've connected to a big group of totems and found I'm out of energy.
Quote from: Mefi on January 12, 2014, 11:05:56 AM
I'd like to see nr of targets that Nullifier will have in range. I missed some 2n or 3rd targets by pixels.
This I concur.
Quote from: Asbestos on January 17, 2014, 08:39:57 PM
The ability to disable totem packets. More than once I've connected to a big group of totems and found I'm out of energy.
Hmm.. let me check, I thought that was already in the controls? Wow, must be an oversight... Time to ask the MMWC... :P
Oh wait, according to the MMWC, just turn off the Totems - disable/Stop resupply. I knew I've done it on a few maps.
this may be a too big request, but i'd like to be able to build queues of buildings, like you would in other RTSs with the shift key.
When starting the game, I usually like to create a network of collectors, but I have to make extra sure to either disable some manually or place the starting collectors out of reach of the CN, or let the game run for a little bit.
What I'd like to be able to do is select an unbuilt building, hold shift, place another one so that the second one will only get started as soon as the first one is built.
Is that a sensible request at all?
Quote from: timotimo on January 19, 2014, 04:02:41 AM
this may be a too big request, but i'd like to be able to build queues of buildings, like you would in other RTSs with the shift key.
When starting the game, I usually like to create a network of collectors, but I have to make extra sure to either disable some manually or place the starting collectors out of reach of the CN, or let the game run for a little bit.
What I'd like to be able to do is select an unbuilt building, hold shift, place another one so that the second one will only get started as soon as the first one is built.
Is that a sensible request at all?
I think that can be boiled down to simple micromanagement.
Quote from: timotimo on January 19, 2014, 04:02:41 AM
this may be a too big request, but i'd like to be able to build queues of buildings, like you would in other RTSs with the shift key.
When starting the game, I usually like to create a network of collectors, but I have to make extra sure to either disable some manually or place the starting collectors out of reach of the CN, or let the game run for a little bit.
What I'd like to be able to do is select an unbuilt building, hold shift, place another one so that the second one will only get started as soon as the first one is built.
Is that a sensible request at all?
Actually, it's an awesome idea, well argued.
I'd love the ability to 'plan' my base and build buildings or weapons sequentially to avoid the power drain of building all at once, or having to micro manage disabling non essential building units.
A similar system was suggested during beta testing, but for whatever reason, it wasn't followed up.
Quote from: Clean0nion on January 19, 2014, 08:50:04 AM
I think that can be boiled down to simple micromanagement.
Well, yeah, but I prefer to micromanage my stuff ahead of time - especially since i could, to micro-optimize build orders and such - save the game, unpause, see how it played out and optionally restore and fiddle from the beginning ...
But not having this feature wouldn't kill me.
It would be cool to be able to order a group of units to arrive/fire at the same time. Like I can set a few PC and Mortars with a Shield, a Guppy and a Bertha, and order them to land simultaneously, so that the faster ones will slow down to the speed of arrival of the slowest and most far away one, and the Bertha will calculate how long does it take for a shot to fly and fire so that it explodes a the same time. Right now such an assault requires a lot of micromanagement, and you can still get the timing wrong. And since CW is a strategy game and not a "how good are you at clicking the right buttons at the right time" type of game, such an element could be really nice since it would allow you to plan better assaults.
QuoteIt would be cool to be able to order a group of units to arrive/fire at the same time.
Arrive at the same time would have been awesome!
Quote from: MadMag on January 20, 2014, 04:44:22 AM
Arrive at the same time would have been awesome!
I've asked for that in the past as well...
Quote from: Grauniad on January 20, 2014, 09:48:50 AM
Quote from: MadMag on January 20, 2014, 04:44:22 AM
Arrive at the same time would have been awesome!
I've asked for that in the past as well...
consider the bandwagon hopped on! me too! :D
I'd like to see a check box type option to change the behavior of terps so that they will concentrate on the closest points first, completing them to the full level specified by the player before moving on to further away points. The way it is now, if you want to terraform a large area efficiently, you have to micromanage the process by only selecting small amounts of terrain at a time so that the terps will complete that area before touching anything else. If you mark off a large area, it can be a long time before ANY of the areas get completed, when you could have been using that space for building as it was completed, instead. I don't think the default behavior necessarily needs to change, but I think it'd be a really nice feature to be able to toggle between that and a behavior that prioritizes the point selection more completely based on the proximity to the terp, so that when you want to, you could use a broad brush to paint a large area for 'terping', without seriously delaying the time until the first usable areas of land are finished.
Quote from: asmussen on January 22, 2014, 07:18:41 PM
I'd like to see a check box type option to change the behavior of terps so that they will concentrate on the closest points first, completing them to the full level specified by the player before moving on to further away points. The way it is now, if you want to terraform a large area efficiently, you have to micromanage the process by only selecting small amounts of terrain at a time so that the terps will complete that area before touching anything else. If you mark off a large area, it can be a long time before ANY of the areas get completed, when you could have been using that space for building as it was completed, instead. I don't think the default behavior necessarily needs to change, but I think it'd be a really nice feature to be able to toggle between that and a behavior that prioritizes the point selection more completely based on the proximity to the terp, so that when you want to, you could use a broad brush to paint a large area for 'terping', without seriously delaying the time until the first usable areas of land are finished.
i think i asked for something similar before, and i still want it too! seconded!
a terp one at a time, closest first option would be so much easier for my play style, and needen't interfere with those who prefer the micromanage style!
I just like seeing all the little numbers disappear. This new idea would be much more effective at achieving that.
Woo hoo! Thanks, Virgil!
Yes! Very happy to see all the updates & new features; definitely, nice to be able direct the Terp's concentration on terrain modification; that will really help for me.
The item/feature I would like is to be able to move units in a line instead in a cluster; if this is currently possible, Yeah! that would be great; if it has already been suggested, I regret the redundancy, but then, I would also just second the suggestion.
Currently, I usually double click & select a cluster (5 to 12) of one type of unit - most often, pulse cannons or mortars & click in another area where I want to advance the front or hold back the creeper's advance; then, I'll go back and get another cluster of units & move them closer to the front; this creates a group of clusters along the front, & while this is a workable solution, sometimes it would seem a lot easier to select a line or a cluster of units (either double click or Shift/Click) which are too far away from the front; then I would designate the new location similar to how we target Strafers and Bombers in a line; that is click once for the start of the Target move line, drag the mouse to the desired end point of the line & click a second time. What would probably be different (and make programming the new feature more problematic) is the units would stretch out equidistant along the new line, & the player/commander of the campaign would have to adjust the point where to put the second click (the end of the Target line) - stretch it out too far, & you will not have sufficient coverage between units. If the player selected different types of units, it would still be possible to do a linear move; granted, one would have to accept the chosen order that the units were dropped on the Target line; I guess the order of the new line could just depend on the order in which the units were selected initially. The other thing would probably be the necessity to stretch out a line of relays or collector nodes to make sure your units do not starve for packets.
-----
Well, that's the idea & I hope something could eventually be worked out; thanks for listening (so to speak),
BrerDawg
-----
Hold M, I think is the default key.
That just keeps the units in the same configuration.
a feature that creates screenshots automatically every (player defined) sec/mins would be really useful. especially for people who don't make game vids but like to help others
Quote from: Clean0nion on January 27, 2014, 07:24:28 PM
Hold M, I think is the default key.
That just keeps the units in the same configuration.
Thanks, Clean Onion; I did not know that option. I went & tried that, & yes, I could see using M to move all selected units and keep the same layout. The ability to stretch out a line (sort of like we do when we set targets for the Strafers & Bombers) would offer additional flexibility to adjust the distance between the units, but since we can already move units in the existing pattern using M, implementing an additional method would not seem to be a big priority if it happened at all.
-----
Thanks again; BrerDawg
-----
Hi,
having completed many maps in Prospector Zone and some in Tormented Space, I am really keen to see an overall leader board which sums the results of all worlds to rank players by how many high positions they have on individual worlds.
I believe this would greatly increase how much everyone plays these areas as there is an overall ranking. it should even be visible by default on the main page :)
Seriously, it would make me replay maps to beat my speed time!
In addition it would be create if you could click on each person's name in the list and see their rankings for each world. (and try to beat them!) as well as better your own.
;D
PS: be nice, this is my first post though I have played many many hours of CW3, CW2 and CW
I second Anthoney's suggestion - much like the tallied scores for the campaign, there should be a way to give scores to players in PZ and TS relative to other people's scores. For instance, if you are always 1 in every single map you ever play, you should get a really high scores - but if other people have played the map too - more than x amount - that you should get a bonus for that. I think this would make the high-scores competition much more fun.
Something like the above, but an occasional notification when someone beats your posted high score.
Like if you get knocked off the top slot, or nudged out of the top ten.
Then you could go back and try to improve your score.
If you're the first to play a map, you have no way of knowing if your score is any good - and you may never revisit that map without incentive.
***********************
Still hanging out for a 'today's random map suggestion' so old maps don't get buried and forgotten.
Creeper World Evermore is something we can look at. There is map of day and past from some days but problem is that maps in CW3 can be big and when in CW:E play is not longer than half hour in CW3 can be much longer.
No not a generated map but a highlighted custom map of the day. So that old custom maps also get played form time to time.
We already have CW3:E. It's called DMD.
Quote from: Cavemaniac on January 30, 2014, 01:55:36 AM
Still hanging out for a 'today's random map suggestion' so old maps don't get buried and forgotten.
Maybe you won't have to hang out (here that has a different meaning and we'd probably say "hang on") for much longer... :)
Quote from: Grauniad on January 30, 2014, 11:20:24 AM
Quote from: Cavemaniac on January 30, 2014, 01:55:36 AM
Still hanging out for a 'today's random map suggestion' so old maps don't get buried and forgotten.
Maybe you won't have to hang out (here that has a different meaning and we'd probably say "hang on") for much longer... :)
Hoorah! More spoilers!
An auto update function including auto update beta build. Downloading it manually form the forum every 18~20 hours gets tiring XD especially with the notifications in the CS. So many new things and beta builds are great and awesome, and you rarely get to see so many new features in such a short time :D but it would make things easier if I could just order my game to update automatic while I'm playing and notify me that I need to restart the game from time to time.
The ability to create a folder in world editor with multiple worlds within. Said folder would have to start with "[SYS]" or something for the editor not to mistake it as a world itself, but it would allow all 2-16 worlds to be up/downloaded through CS at once, and "playing" them yields a system view. Clicking the sun, which normally leads to system select, would lead to CS again. The CS scores screen would display the average score for all worlds within, individual worlds would have their own scores, of course.
I would like to see CRPL pathfinding commands for on digitalis, like the commands added in 1.57 for terrain.
Quote from: Flabort on February 01, 2014, 03:03:30 PM
The ability to create a folder in world editor with multiple worlds within. Said folder would have to start with "[SYS]" or something for the editor not to mistake it as a world itself, but it would allow all 2-16 worlds to be up/downloaded through CS at once, and "playing" them yields a system view. Clicking the sun, which normally leads to system select, would lead to CS again. The CS scores screen would display the average score for all worlds within, individual worlds would have their own scores, of course.
seconded, that'd be cool! and really handy for series, or just finding an authors maps.
Quote from: Flabort on February 01, 2014, 03:03:30 PM
The ability to create a folder in world editor with multiple worlds within. Said folder would have to start with "[SYS]" or something for the editor not to mistake it as a world itself, but it would allow all 2-16 worlds to be up/downloaded through CS at once, and "playing" them yields a system view. Clicking the sun, which normally leads to system select, would lead to CS again. The CS scores screen would display the average score for all worlds within, individual worlds would have their own scores, of course.
SO MUCH YES.
Quote from: Lost in Nowhere on February 01, 2014, 04:42:12 PM
I would like to see CRPL pathfinding commands for on digitalis, like the commands added in 1.57 for terrain.
Actually that's already possible by just adding "isdigitalisconnected if ... endif"
No, that wouldn't work...
The new pathfinding commands give out a list of coords for getting from point A to point B.
Make the systems in the oversectormaps the same color as their respective suns.
Or at least give the option to make that happen if anyone actually likes the clolorless layout of the sector map. I think this color mode should be allowed as the Pros.Z and TS sector overmaps are so freaking big.
The option for guppies to take off without a full load. Sometimes 50 packets are enough, but have to be delivered ASAP.
Quote from: pawel345 on February 05, 2014, 04:54:46 PM
The option for guppies to take off without a full load. Sometimes 50 packets are enough, but have to be delivered ASAP.
I'm always looking for this feature with every update.
A 'Launch Now' would be awesome.
It's the opposite of, and companion to the 'Return to Base' button.
The Launch Now control would also be appreciated on bombers and strafers - though there's a way to fool the strafers into launching without a full payload.
Bombers and strafes will launch when you order them to. Just unchecked the auto launch option for manual control. guppies are lacking this option and it would be very usefull.
anyone tried disconnect and reconnect?
that generally sends bombers and strafers off will partial loadouts for me!
My first post on these forums. =)
Some sort of a sound effect would be cool if a part of your network is being disconnected by creeper. Its annoying to assault digitals, seeing that relay has been destroyed, you decide to ignore it because theres another relay nearby and then wondering why some of your turrets stopped firing ... :o
I know there is a sound if connectors go offline. It's probably a lot harder to implement something like that across the board (and may drive you crazy) since multiple connections may have to be checked and guppies may also be powering some parts of the network. For a connector it's easy. If it loses power, it makes a sound.
Well a few days ago i played the creeper world 1 demo so this was the first thing i noticed. Had some nasty digitalis assault missions since then. It even doesnt happen that often you lose a part of your network. But i can understand the perfomance issues and guppy difficulties. :)
Quote from: teknotiss on February 06, 2014, 10:25:12 AM
anyone tried disconnect and reconnect?
that generally sends bombers and strafers off will partial loadouts for me!
Huh!
That's the way I've always forced a launch in a similar way - by selecting, set a target, disconnect, reconnect.
But as pawl says, you simply need to uncheck the auto launch box and they head straight off.
I think I probably have a more unit-intensive play style than most people, but...
...could we get some threading?
This game is heavily CPU-bound on my PC. I have an 8-core FX-8320, and CW3 hammers one core and leaves 87% of the CPU idle. Meanwhile the game is chugging along at Turtle Speed.
The "worst" part of CW3 for me is the fact that it starts to play so very slowly once you get a bunch of stuff going on a large map, and given that even low-end PC's these days have 2+ cores, I'd say it would be a big help to most players to offload some processing into a separate thread.
It looks like some number-crunching would need to be done outside of Unity- not sure how big of a project that is. :)
Quote from: speef on February 08, 2014, 07:16:07 PM
I think I probably have a more unit-intensive play style than most people, but...
...could we get some threading?
This game is heavily CPU-bound on my PC. I have an 8-core FX-8320, and CW3 hammers one core and leaves 87% of the CPU idle. Meanwhile the game is chugging along at Turtle Speed.
The "worst" part of CW3 for me is the fact that it starts to play so very slowly once you get a bunch of stuff going on a large map, and given that even low-end PC's these days have 2+ cores, I'd say it would be a big help to most players to offload some processing into a separate thread.
It looks like some number-crunching would need to be done outside of Unity- not sure how big of a project that is. :)
My computer has two cores and it has no issues with using both.
What I would like to see in a future patch:
UI
-----------------
- Bind Mouse Keys to Actions (like mouse button #5 to pause)
- Clicking on CN UI info panel centers view on said CN.
Colonial Space:
------------------
- Ability to tag maps and up-down vote on tags. The tags would be sorted by votes and only shown after X votes were cast.
- Ability to filter maps by tags.
- Starsystems view to colonial space maps: you could set some filters and some priority (downloaded status, by author, by tag, by size, by #id, etc) and the game would procedurally generate a starsystem view for you, and automatically add new maps to the systems.
.................. IMHO, this listing view to the colonial space was a turn down. I was hoping to see the custom maps on a starsystem... XD
First I have made new topic, then I have found these one.
The only thing I am really missing,
Average time of solving the map created by player.
At least info, but sorting regarding to that time would be also great.
i would like some more brush sizes for the editor
at the mo we have
1=1x1
2=3x3
3=5x5
6=11x11
10=19x19
i'd quite like
4=6x6
5=9x9
and it'd be nice to get
11=20x20
living in hope :)
Quote from: teknotiss on March 13, 2014, 07:41:30 PM
i would like some more brush sizes for the editor
at the mo we have
1=1x1
2=3x3
3=5x5
6=11x11
10=19x19
i'd quite like
4=6x6
5=9x9
and it'd be nice to get
11=20x20
living in hope :)
Seconded - having brushes at 6x6 and 9x9 are top of my list.
(2 and three units wide)
size 4 would be 7x7, size 11 would be 21x21. For 6x6, use size 3.5.
So basically having a scale where we can input our desired size as well as slide around is the feature we want.
Quote from: asmussen on January 22, 2014, 07:18:41 PM
I'd like to see a check box type option to change the behavior of terps so that they will concentrate on the closest points first, completing them to the full level specified by the player before moving on to further away points. The way it is now, if you want to terraform a large area efficiently, you have to micromanage the process by only selecting small amounts of terrain at a time so that the terps will complete that area before touching anything else. If you mark off a large area, it can be a long time before ANY of the areas get completed, when you could have been using that space for building as it was completed, instead. I don't think the default behavior necessarily needs to change, but I think it'd be a really nice feature to be able to toggle between that and a behavior that prioritizes the point selection more completely based on the proximity to the terp, so that when you want to, you could use a broad brush to paint a large area for 'terping', without seriously delaying the time until the first usable areas of land are finished.
I'd like to go a bit further on this idea. Right now, the terp has 1 selection, which is either "normal" mode (raise the terrain one level in one spot, as close to me as possible, then branch out from there, starting with the lowest spot I can reach). Or the option is (raise the terrain all the way to the specified level in one spot, as close to me as possible, then branch out from there, starting with the lowest spot I can reach).
I'd like to see with simple toggle on/off: change 1 level at a time, or change all the way to the desired level, then move to next spot (current)
New #1: Preference toggle - Raise terrain or lower terrain first (for those terps doing double duty). Right now, it appears that a terp will raise terrain first, and then lower the terrain if there are no raise requests within reach.
New #2: Distance toggle - Normal mode is that terain requests close to the terp get priority, then is expands out. How about a toggle that allows the terp to reach out to its max distance first, then work back towards the terp?
In this manner, a couple of custom-set terps could build a retaining wall and build and dig out a moat to capture the creeper.
Actually, they don't favor raising or lowering; They favor the terrain that is furthest from the desired level.
So if you have 1 tile at 6 that you want to raise to 8, and one that you want to raise to 9; even if the 8 is closer, they'll favor the 9 (Without closest first enabled).
If you have one at 9 that you want to lower to 1, and one at 1 that you want to raise to 9, it will favor the closer of those two, regardless of raise or lower.
Regardless, it would be better if terps had settings that lets you customize which ground to terraform and what order to terraform each cell.
As helpful as it is to know what you are terraforming by having all the numbered cells laid out, it sucks that it means you cannot aim for certain spots for certain reasons such as immediately stopping incoming creeper while also trying to fortify your base at the same time.
At some point there should be a line drawn between settings and leaving it up to the player to micromanage...
That line appears to already be drawn, but very blurred so to speak.
We can already write our own codes like CSC college students, but there are basic gameplay rules.
i'd like a "randomise time/strength" etc option in the unit attributes panels
it'd be extra nice if it had another button for each option that is "randomise a little" from the number you set.
(i like to have spores launch in "near to each others time intervals" waves, but i'm not bothered about the precise difference in time)
these would save me a lot of time in the mapping process, especially for spore towers.
Quote from: teknotiss on April 04, 2014, 07:24:13 PM
i'd like a "randomise time/strength" etc option in the unit attributes panels
it'd be extra nice if it had another button for each option that is "randomise a little" from the number you set.
(i like to have spores launch in "near to each others time intervals" waves, but i'm not bothered about the precise difference in time)
these would save me a lot of time in the mapping process, especially for spore towers.
CRPL. Just keep a script to hand.
Quote from: Clean0nion on April 05, 2014, 11:00:53 AM
Quote from: teknotiss on April 04, 2014, 07:24:13 PM
i'd like a "randomise time/strength" etc option in the unit attributes panels
it'd be extra nice if it had another button for each option that is "randomise a little" from the number you set.
(i like to have spores launch in "near to each others time intervals" waves, but i'm not bothered about the precise difference in time)
these would save me a lot of time in the mapping process, especially for spore towers.
CRPL. Just keep a script to hand.
nope i'm after a CRPL free experience for mapper who just want to map, not code.
if this isn't too hard to implement it'd add to the basic mappers tools, making them:
a: make more maps (this is always good!), and
b: maybe get into coding after making a load of basic maps
i'm not against CRPL, but i want non coders to have a fun editor to use that makes the process simpler and smoother.
an example is a map i'm working on now, it has about 30 spore towers, each firing 1x100C payload spore at 2:30 and then every 30 secs after that. i would prefer to be able to just hit a button on each spore tower and have them vary just their firing cycles by a few secs each, since editing each time interval is
REALLY REALLY slow, and smashing my head against a desk is painful so i'm not writing a script ;), at the mo i'm settling for all spore launching at the same time this is disappointing, but less annoying than the other options ::)
Quote from: teknotiss on April 05, 2014, 02:45:25 PM
Quote from: Clean0nion on April 05, 2014, 11:00:53 AM
Quote from: teknotiss on April 04, 2014, 07:24:13 PM
i'd like a "randomise time/strength" etc option in the unit attributes panels
it'd be extra nice if it had another button for each option that is "randomise a little" from the number you set.
(i like to have spores launch in "near to each others time intervals" waves, but i'm not bothered about the precise difference in time)
these would save me a lot of time in the mapping process, especially for spore towers.
CRPL. Just keep a script to hand.
nope i'm after a CRPL free experience for mapper who just want to map, not code.
if this isn't too hard to implement it'd add to the basic mappers tools, making them:
a: make more maps (this is always good!), and
b: maybe get into coding after making a load of basic maps
i'm not against CRPL, but i want non coders to have a fun editor to use that makes the process simpler and smoother.
an example is a map i'm working on now, it has about 30 spore towers, each firing 1x100C payload spore at 2:30 and then every 30 secs after that. i would prefer to be able to just hit a button on each spore tower and have them vary just their firing cycles by a few secs each, since editing each time interval is REALLY REALLY slow, and smashing my head against a desk is painful so i'm not writing a script ;), at the mo i'm settling for all spore launching at the same time this is disappointing, but less annoying than the other options ::)
If you don't want to code, here's a script for ya, as a temporary solution.
0 0 999 GetEnemyUnitsInRange 0 do
->uid
<-uid GetUnitType "SPORETOWER" eq if
RandFloat 0.2 mul 0.9 add 4500 mul asint ->timer
<-uid 0 "STARTTIME" <-timer SetScriptVar
endif
loop
Derp... randfloat not randint...
Quote from: planetfall on April 05, 2014, 03:37:36 PM
If you don't want to code, here's a script for ya, as a temporary solution.
0 0 999 GetEnemyUnitsInRange 0 do
->uid
<-uid GetUnitType "SPORETOWER" eq if
RandFloat 0.2 mul 0.9 add 4500 mul asint ->timer
<-uid 0 "STARTTIME" <-timer SetScriptVar
endif
loop
Derp... randfloat not randint...
cheers dude, i'll give it a go, but i'd still like it inbuilt, a really good editor is a great advert for an awesome game! so i want to keep seeing if we can improve it. 8)
I would really like to see the play count of the map in the highscores again
What I would like to see: Auto-sort by score instead of time.
reason
Otherwise it wouldn't really matter to get a lot of extra points with 2 hours extra game time, as nobody will see it (well, you can, but does anyone ever click the sort by score button?). Addictionally time affects score but score doesn't affect time. Say if I remade that map where you had three minutes to pick up points for CW3, which highscore table would you want to see? And for maps without extra points, would it matter? No.
Quote from: J on April 07, 2014, 02:16:39 PM
What I would like to see: Auto-sort by score instead of time.
Fact of the matter is most people play for time, not score. That has been established time over time. Look back at all the maps that had scores and time. People rushed it for time and then *maybe* some went back and played it for score.
By now, asking for the default sort to be score is one of those things that I just don't see happening. Too much water under the bridge. About 2 years' worth of it... :) This should have been a push during early beta, not now.
Minor thing I just thought of...
When you submit your score it updates the scoreboard below it. It would be kind of neat if your own username were highlighted in yellow to easily find it in the list of submitted scores.
A way to know which planets have been fully prospected, not only cleared of emitters.
The islands are never a threat and can always be left alone, it would be much cooler either if the creepers starts to emigrate after a certain height or if a certain concentration automaticaly spits out a spore somewhere nearby (not targeting you)
Quote from: DavidMadsen on April 26, 2014, 03:30:08 PM
The islands are never a threat and can always be left alone, it would be much cooler either if the creepers starts to emigrate after a certain height or if a certain concentration automaticaly spits out a spore somewhere nearby (not targeting you)
after reaching a density of 500 Creeper will spill into the void (the void acts like level 500 terrain).
The viscosity is way to high...
I had really hoped for tsunamis (given that the damage of the creepers would be based on local amount) or at least a flood when they overcome my walls, because now my trenches are effective even at one pixel's width :\
Calling it liquid is hardly accurate... it's more like blue magma
Make a new custom map, add a core, remove the image, uncheck all of the checked radio buttons.
Add a script with the following and attach it to your core. Save and enjoy :)
once
SetCreeperFlowRate(1)
SetCreeperEvaporationLimit(0)
endonce
Ok, never tried the project... it's a bit intimidating, maybe a tutorial would be in order.
Quote from: DavidMadsen on April 27, 2014, 04:01:02 AM
Ok, never tried the project... it's a bit intimidating, maybe a tutorial would be in order.
try this part of the forums http://knucklecracker.com/forums/index.php?board=25.0
the code monkeys are usually really helpful to any queries or help with scripts etc!
Quote from: teknotiss on April 27, 2014, 09:30:38 AM
Quote from: DavidMadsen on April 27, 2014, 04:01:02 AM
Ok, never tried the project... it's a bit intimidating, maybe a tutorial would be in order.
try this part of the forums http://knucklecracker.com/forums/index.php?board=25.0
the code monkeys are usually really helpful to any queries or help with scripts etc!
I'm a monkey! Ooh-ooh-aah-aah!
Quote from: DavidMadsen on April 27, 2014, 04:01:02 AM
Ok, never tried the project... it's a bit intimidating, maybe a tutorial would be in order.
1) Make a new custom map.
2) add a CRPLcore ( you find those under "units" )
3) Doubleclick the core and: remove the image, uncheck all of the checked radio buttons.
4) UNder "units" you find a button called scripts. Click it and create a new one. Put the following content in:
once
SetCreeperFlowRate(1)
SetCreeperEvaporationLimit(0)
endonce
Save the script and close it.
5) Again, doubleclick the CRPLcore. At the bottom of the attribute list you will find a dropdown menu. From there select the script you edited and attach it to the CRPLcore.
Done.
How about in game achievements corresponding the steam ones, for those who don't use steam but still like shiny stuff?
Quote from: DavidMadsen on April 28, 2014, 12:18:56 PM
How about in game achievements corresponding the steam ones, for those who don't use steam but still like shiny stuff?
Install Steam - it's free, get a Steam key for CW3 - again free, and play it from there.
Quote from: Karsten75 on April 28, 2014, 01:19:27 PM
Quote from: DavidMadsen on April 28, 2014, 12:18:56 PM
How about in game achievements corresponding the steam ones, for those who don't use steam but still like shiny stuff?
Install Steam - it's free, get a Steam key for CW3 - again free, and play it from there.
i suggest you
read the posters comments before telling him to do what he expressly doesn't want to do. ::)
and i guess this would be for V to say if it's easily doable or not, i too would like to see achievements without running the game through Steam, but i'm not massively bothered if it doesn't happen
I suggest you read. He didn't say he didn't want to use steam, he just said he wasn't using it. So my suggestion was - if he wanted shiny stuff so much - to use Steam for free and to get the shiny stuff.
errrr? that's how you read his post? because i read it as a request for those who don't use Steam (as in choose not to, since the obvious solution is what you suggest ::)) to be able to get the achievements in game!
perhaps DavidMadsen can clarify what he meant, i think i'm correct, but if he's never heard of Steam being free perhaps you are?
some people do choose, for many reasons, to not use steam and they may want/like the achievements too (and i fit in this catagory, but only barely since i only care a little about such things), so i still think this is something V could answer
A replay function would be awesome. I'd like to see an experienced player doing a tough map ;)
and maybe the ability to rate the difficulty of a map in the dmd