Things i found out during first games(suggestions/questions)
Things i found out during first games(suggestions/questions)
Hi, thanks for making such a great game, i enjoyed playing it a lot!
Here is something i found out when i played this game few times, i hope its not taken negatively, i'd like to help by user experience reports etc.
- building menus minimizes when you press the small icon it twice, doesnt really serve any purpose, (unless you are using really small resolution?). option to disable this feature would be great. (this is one of the things that annoy me most, i doubleclick it all the time in accident :D)
- scroll buttons to ASDW, and maximum scroll speed could be higher than its now.
- list of shortkeys to ingame help window?
- "your base is under attack" warning is missing?
- possibility to add markers on the map that you can use to point out something for your allies (and perhaps possibility to write into that marker), check out SpringRTS it has lots of good features like this.
- possibility to see the players pings and kick them from the game if someone is lagging.
- possibility to "ring" a player or the host to get his attention (in the battle lobby window).
- possibility to play on full screen, but in window mode (maximized window).
- map editor crashes "file not found exception".
- possibility to see player name when pointing at his base building or MCV.
- map edges should be sharp, it looks too much like the LOS mask and is confusing if the map really ends there, also it does cover parts of units.
- possibility to use original RA content and rules (i cant remember arties or lightning tanks :S), barracks/war factory should get faster building if you build many of them! you should be able to run over troopers! theres something wrong with dogs behavior; they dont attack automatically? and sometimes they stop moving even if i tell them to attack, maybe because of enemy goes under LOS ? this makes it really hard to chase some troops.
- didnt allies have a dog factory too? or was it RA2 where you could build a separate dog house?
- is the RA mod really the original? i feel like its a mix of multiple games, maybe i just cant remember correctly...
- possibility to press ESC to quit from menus. and when pressing esc at main menu it should ask "quit game?". also esc should pop up the options menu when you are ingame.
- some transparent menus (options/diplomacy) can be enabled at same time and thus overlap each other (ugly and confusing).
- the sell/repair buttons, energy status etc should be at left side of the building menu (easier to access). sidequestion: is it possible to mod the UI?
- the radar should be visible but disabled if you dont have radar dome (my first question was: where is the minimap :D).
- option to disable the game rendering from main menu (would start faster, and less lag if you are just waiting for a game, because you probably will switch windows then).
Here is something i found out when i played this game few times, i hope its not taken negatively, i'd like to help by user experience reports etc.
- building menus minimizes when you press the small icon it twice, doesnt really serve any purpose, (unless you are using really small resolution?). option to disable this feature would be great. (this is one of the things that annoy me most, i doubleclick it all the time in accident :D)
- scroll buttons to ASDW, and maximum scroll speed could be higher than its now.
- list of shortkeys to ingame help window?
- "your base is under attack" warning is missing?
- possibility to add markers on the map that you can use to point out something for your allies (and perhaps possibility to write into that marker), check out SpringRTS it has lots of good features like this.
- possibility to see the players pings and kick them from the game if someone is lagging.
- possibility to "ring" a player or the host to get his attention (in the battle lobby window).
- possibility to play on full screen, but in window mode (maximized window).
- map editor crashes "file not found exception".
- possibility to see player name when pointing at his base building or MCV.
- map edges should be sharp, it looks too much like the LOS mask and is confusing if the map really ends there, also it does cover parts of units.
- possibility to use original RA content and rules (i cant remember arties or lightning tanks :S), barracks/war factory should get faster building if you build many of them! you should be able to run over troopers! theres something wrong with dogs behavior; they dont attack automatically? and sometimes they stop moving even if i tell them to attack, maybe because of enemy goes under LOS ? this makes it really hard to chase some troops.
- didnt allies have a dog factory too? or was it RA2 where you could build a separate dog house?
- is the RA mod really the original? i feel like its a mix of multiple games, maybe i just cant remember correctly...
- possibility to press ESC to quit from menus. and when pressing esc at main menu it should ask "quit game?". also esc should pop up the options menu when you are ingame.
- some transparent menus (options/diplomacy) can be enabled at same time and thus overlap each other (ugly and confusing).
- the sell/repair buttons, energy status etc should be at left side of the building menu (easier to access). sidequestion: is it possible to mod the UI?
- the radar should be visible but disabled if you dont have radar dome (my first question was: where is the minimap :D).
- option to disable the game rendering from main menu (would start faster, and less lag if you are just waiting for a game, because you probably will switch windows then).
Re: Things i found out during first games(suggestions/questi
This is already the default mode. We call it Psuedo-Fullscreen.TradeMark wrote: ↑- possibility to play on full screen, but in window mode (maximized window).
Already fixed. This isn't the right place to report issues by the way, please use the bug tracker in the future.TradeMark wrote: ↑- map editor crashes "file not found exception".
I seem to remember tool tips with this feature already being there.TradeMark wrote: ↑- possibility to see player name when pointing at his base building or MCV.
If it is different from the original RA it will most likely stay that way for reasons that have been outlined multiple times in several forum threads.TradeMark wrote: ↑- possibility to use original RA content and rules (i cant remember arties or lightning tanks :S), barracks/war factory should get faster building if you build many of them! you should be able to run over troopers!
No, we outright state that it is not.TradeMark wrote: ↑- is the RA mod really the original? i feel like its a mix of multiple games, maybe i just cant remember correctly...
Our behaviour is exactly the same as the original games in this regard.TradeMark wrote: ↑- the radar should be visible but disabled if you dont have radar dome (my first question was: where is the minimap ).
Thank you for playing OpenRA and giving us your suggestions for improving it, we appreciate it but please refrain from making yet another gameplay suggestions thread when there is a perfectly good one here. We also reserve the right to ignore any bugs not posted on the bug tracker.
Re: Things i found out during first games(suggestions/questi
How can i enable it? i cant press the maximize button on windowed mode.
Oh right, didnt notice this, nice!
I think you should call it something else than RedAlert mod, if it is not the original. (less confusion)beedee wrote: ↑No, we outright state that it is not.TradeMark wrote: ↑- is the RA mod really the original? i feel like its a mix of multiple games, maybe i just cant remember correctly...
Why does it have to imitate the original behaviour even when its totally pointless here...? doesnt make much sense of not displaying the minimap box at the first game, but the rest games it will...
I'll post my next gameplay suggestions there.beedee wrote: ↑but please refrain from making yet another gameplay suggestions thread when there is a perfectly good one here
Re: Things i found out during first games(suggestions/questi
These have been/will be fixed for cnc in next release (when we land a completely redesigned ui). Some of these may also be fixed for ra.TradeMark wrote: ↑- building menus minimizes when you press the small icon it twice, doesnt really serve any purpose, (unless you are using really small resolution?). option to disable this feature would be great. (this is one of the things that annoy me most, i doubleclick it all the time in accident )
- possibility to press ESC to quit from menus. and when pressing esc at main menu it should ask "quit game?". also esc should pop up the options menu when you are ingame.
- some transparent menus (options/diplomacy) can be enabled at same time and thus overlap each other (ugly and confusing).
- the radar should be visible but disabled if you dont have radar dome (my first question was: where is the minimap ).
These are all on our list of things to fixTradeMark wrote: ↑- list of shortkeys to ingame help window?
- "your base is under attack" warning is missing?
- possibility to add markers on the map that you can use to point out something for your allies (and perhaps possibility to write into that marker), check out SpringRTS it has lots of good features like this.
- possibility to see the players pings and kick them from the game if someone is lagging.
This is an unfortunate bug that crept into the last release See this thread for a fix.TradeMark wrote: ↑- map editor crashes "file not found exception".
Artillery was in the original, but has been significantly rebalanced in OpenRA. The tesla tank was introduced in the expansion packs. The dog behavior is a known bug. We can (and do) load the original content, but we use a different format for our rules definitions. We are happy to support anyone who wants to build an "original-ra" mod but we don't have the time to maintain one ourselves.TradeMark wrote: ↑- possibility to use original RA content and rules (i cant remember arties or lightning tanks :S), barracks/war factory should get faster building if you build many of them! you should be able to run over troopers! theres something wrong with dogs behavior; they dont attack automatically? and sometimes they stop moving even if i tell them to attack, maybe because of enemy goes under LOS ? this makes it really hard to chase some troops.
One of the core design goals of the game is to be easily moddable. This includes UITradeMark wrote: ↑- the sell/repair buttons, energy status etc should be at left side of the building menu (easier to access). sidequestion: is it possible to mod the UI?
I think beedee misinterpreted you on this point. We don't support "native" maximized mode, but you can resize the window size via the game settings to the appropriate size. It would be nice to support resizing windows on the fly, but this opens a can of worms with our rendering code.TradeMark wrote: ↑- possibility to play on full screen, but in window mode (maximized window).
Nice to hear most of the stuff is under work already.
Please think about using different name for the modified RedAlert mod for clarity. (or C&C if its not original either)
Thanks, i managed to get it work now!Sleipnir wrote: ↑This is an unfortunate bug that crept into the last release See this thread for a fix.TradeMark wrote: ↑- map editor crashes "file not found exception".
Does it really need any maintenance since the rules will never change?Sleipnir wrote: ↑We can (and do) load the original content, but we use a different format for our rules definitions. We are happy to support anyone who wants to build an "original-ra" mod but we don't have the time to maintain one ourselves.
Please think about using different name for the modified RedAlert mod for clarity. (or C&C if its not original either)
We only ever refer to it as "RA", never the "Red Alert" mod. What are we supposed to call it instead? Rouge Warning?TradeMark wrote: ↑Please think about using different name for the modified RedAlert mod for clarity. (or C&C if its not original either)
@TradeMark: Currently I have converted all tiles from CaC to RA1 and maked news (Water Cliffs, Cliff-to-Watercliff, Shores 3x1 3x1, Rivers 1x3 3x1, 2x2 passable bridges ) and all use right pallete, but there is problem with hardcoded higlights, that's broke all desert tiles in RA1 (desert tiles blink as water and desert water uses only 5-6 color (so, no shadow))... .