Good to hear, thanks FrogBoy. Possibly if you hold down a certain key it could add a glowing highlight to all units of a given type. Eg Shift-F1 glows all engineers, F2 all ground units, etc. Ctrl-Shift could show all 'idle' ones of that category. Hitting space before letting go of the combination could select those units.
markfoley
It would be nice if these could be amped up somewhat!
I like that capturing the region gives you half of the metal generation capacity, but I find myself wanting to focus on other things than queue up metal extractor production. To reduce micromanagement, perhaps we could have: - area commands - drag to create a circle or square, and the engineer does the travelling salesman solve and builds all of them - a time based thing - slowly the extractors are built by the claimed region hub itself, there could be a setting (globall
I know we can hit F1 to see idle engineers, but they are very hard to see indeed. It'd be great to have some stripes or similar on them, and some strategic icons on zoom out to indicate where they are.
Hi guys, just to let you know this issue continues to exist in the new UI. See the following screenshot in the campaign menu - you can't see how much money you have, and some buildings are overlapped by UI elements. Res is 3440x1440. Game is great fun at that resolution otherwise! https://dl.dropboxusercontent.com/u/1335668
Haven't tried it yet, but every one of these changes sounds fantastic. Well done!
Thanks for that. Yes, I had noticed you can guard a factory for example to assist that. Although that does remind me that the engineers all seem to sit on top of the factory rather than at a reasonable distance, which makes it difficult to see what is going on. Second though, it'd be good to allow engineers to assist other engineers, so that little construction groups can be created. thanks
I often find I'll go to send my unit off to what looks like a valid piece of land, and you get no green line or response, and no command is given. You click around different areas and it'll accept the order when it likes the look of the area you're clicking. Perhaps the mouse pointer could indicate if the destination is valid, and/or some checking of the code that decides if a destination is ok.
It can be a bit difficult (at least for a newbie such as myself) to tell which power locations are owned by me. Their behaviour on selection seems a bit different, but not too obvious (I remember an orange circle or something on select, but it's more subtle in the recent build). There's a coloured strip on the power location, but it doesn't seem to turn to my team colour - I was green, but it was a powder blue colour for some reason. Maybe this could be made more
Is there an 'assist/guard' function as yet? Selecting some engineers then right clicking another one doesn't begin assisting the second one. I tried 'guard' also, but no luck.
Not sure if others are having this, but quite often I find units are not responding once I've given them a queue of things to do. I'll tell my engineer to build several metal extractors, but when I find enemies I'll try to withdraw or otherwise send a command. No luck, it just keeps building.
I read somewhere that you guys had a game speed setting that went up to 50x. Even if I was smoking dope regarding that one, it'd be nice (in single player) to have +/- keys adjust game speed. I do prefer the more 'strategic' pace generally, and it looks like you're aiming for a more SOASE type feel, with it taking a while to send supply somewhere. Adjusting it against the PC would be nice.
Seems to work fine in the latest build - thankyou very much!
Thanks- looking forward to it :)
Just got to the start of my first big battle and - lo - a modal popup 'victory points earned- you win! Click to exit.' Please put an option to continue playing!
Proper widescreen would be great. Many thanks
I just saw this in my last game too. Mr Espionage had 3 offworld markets churning away... hadn't bought anyone out.
I think the mechanic will work particularly with real players not AI- the tension of spending a lot on a permanent buff but reducing your chances of success in that map. Agree though that a really strong player will end up with lots of buffs. The he idea of gaining those perks for good is appealing though,mit adds continuity.
No, deficit didn't own it. Will see if I can replicate. I think you could do so by building something where: - the dome is Adjacent to your building but also the other players - the other players hq is closer to the new tile than yours is
Yes I've experienced the same, not playable for me with 8 players
Ah yes, same issue. No worries, so long as you're aware it's all good.
I heard on Soren's video that getting engineers in auctions etc then remain for the remainder of your campaign. However things like patents only seem to last the current round. An indicator during the auction of which is which would be handy.
It would be good if the buttons for buying things differed depending if you've got enough resources, or whether you'll need to use cash to buy some of them: green: can upgrade/purchase with existing resources blue: can upgrade/purchase but need to buy some resources from the market You can mouseover to see this but often you forget, see the button unghosted and spend all your cash inadvertently :)
If a goon squad has been revealed in an enemy tile, and you dynamite a tile behind it, you don't see the explosion and it appears unharmed. You can see a few pixels at the very edge, so you know it did in fact work.
Minor bug. I experienced this with two pleasure domes, but others may be the same: a) I put my expansive base quite close to an AI expansive base b) Build a pleasure dome, closer to their base than yours c) The pleasure dome emerges from their base and lands, not yours.