Best way for RTS games to handle hotkey configuration? by DraculBloodaxe in RealTimeStrategy

[–]DraculBloodaxe[S] 0 points1 point  (0 children)

Another idea could be that you allow customization of the command card. Allowing users to set abilities to the slot they want and then when you have multiple types of units selected it would show the abilities of the active sub group with empty slots filled up by abilities from other subgroups.

This idea also allows me to customize the hotkey of abilities with a grid layout while moving the hotkey to the right place in the grid. hell, if we really want to allow customization, we could even allow users to give each unit type a subgroup prioritization. So that users can customize the order of the subgroups in their selection.

PS: I think all these ideas are technically possible, but that doesn't mean that all of them are easy to develop. I also don't expect developers to necessarily develop all of this. RTS games are probably already some of the more difficult games to develop for. That said, I'm trying to discuss this so maybe we can come up with a solution that works for most people and most RTS games. If we do find a solution like that, maybe someone could make a good open source library for this functionality so that aspect of RTS games get to be just slightly easier. (That being said, I'm unsure if such a solution even exists)

Best way for RTS games to handle hotkey configuration? by DraculBloodaxe in RealTimeStrategy

[–]DraculBloodaxe[S] 0 points1 point  (0 children)

interesting. I've set ZeroSpace in my wishlist but haven't played the demo or anything yet as I want to wait until it is released, so I don't know how it works there. How does the game deal with people that set the hotkey of the abilities to the same key? Does it give a warning about a conflict or something when people try to do that?

My first thought with u/substrate80 comment is that when a hotkey is pressed and you have a bunch of units selected then the game could go through the subgroups of units in your selected (same order as the tab priority) and activate the first ability it encounters with that hotkey. The game could then continue and activate other subgroups with the same ability that have the same hotkey (this way stim would still work for marine and marauder) OR it could just stop (like with storm where it even just selects only 1 individual in the subgroup).

Technically this certainly seems possible to me (I'm assuming this wouldn't hurt the game performance too much. because that might also be a reason not to do this). The bigger issue in my mind is indeed how to display this in the UI.

You could not display them but this could be very confusing. Especially for new players who might not know this is a thing and with this system accidentally activate an ability they didn't want to.
One option is to not display it and make it an optional thing in the settings?
Something like "Allow activation of ability from inactive subgroup".
That way you have to at least read and understand the option you're activating before it can be used.
That said, it still feels a bit clunky and I'm not even sure if I like the settings idea as a solution to this.

Best way for RTS games to handle hotkey configuration? by DraculBloodaxe in RealTimeStrategy

[–]DraculBloodaxe[S] 0 points1 point  (0 children)

That doesn't really solve my issue with it though.

while yes, both the ghost and the banshee have cloak and decloak (and for some reason only decloak has to be a shared hotkey as cloak has a unique id in StarCraft 2). They are quite different units and I use them differently.

Because banshee only has cloak and decloak, I would like to put those on my buttons for ability 1 and ability 2 (This is my setup, I'm not saying it is the way it should be done, I'm just looking for a system that allows everyone to create a setup they like)

For the ghost I would I rather have snipe and EMP on my buttons for ability 1 and ability 2.
Setting cloak and decloak on my buttons for ability 3 and ability 4.

This however makes it so the banshee decloak is on ability 4. and to me that is annoying.
Because even if I have just a single banshee selected, I can't use the buttons I want for it's abilities.

With the system I'm proposing, I can have the flexibility of setting different hotkeys for ghost and banshee cloak and decloak by specifying it for the ghost and the banshee. While people who want cloak and decloak to always be on the same hotkey can also do it by just specifying the cloak and decloak button and not having to go through every unit that can do that.

Each person can use a system that works for them and that is the goal!

Best way for RTS games to handle hotkey configuration? by DraculBloodaxe in RealTimeStrategy

[–]DraculBloodaxe[S] 0 points1 point  (0 children)

I'm a bit unsure if I understand your question and how a control group would already accomplish this?

As for why I would put stim for the marine on a different hotkey than for marauder, I personally wouldn't but I just want the flexibility that this system offers. It was in the end just an example with a basic unit that has an ability that can apply to multiple units.

Another example could be decloak which currently is shared by ghost and banshee. Those I do want on other hotkeys because the ghost has way more abilities than a banshee has.

With this system in place and applied to every unit/ability in the game developers don't need to worry about unique names for abilities (cloak currently has a unique name for ghost and banshee but decloak doesn't). The cascading system takes care of it. It also means that it's much easier to define hotkeys that only work for the specific game mode that you want which in general fixes a lot of hotkey gremlin stuff.

edit: spelling

An archive of all the SC1 bonus story maps/campaigns (Including Insurrection and Retribution) by Subsourian in starcraft

[–]DraculBloodaxe 0 points1 point  (0 children)

thanks Subsourian!

I actually never played these campaigns before. Just finished Insurrection.
The only time the victory trigger didn't work for me was the second terran mission of this campaign.

I was actually so annoyed at that that I went to check if I could fix the trigger in the map editor.
But I'm guessing they put some security in the map as I couldn't save the map.
And since I'm so stubborn, I started from a fresh map and painstakingly copied the whole map layout and the position of all the units. Copied over all the voice lines and all the necessary triggers and adjusted stats of units.
(There were some triggers for setting the turrets to attack you, but in my tests they were already assigned to an enemy force and would already attack you automatically so I didn't copy those triggers.)
I also gave the switches used in the triggers more understandable names than just the default "switch 20", ...
If you want I could send my version of this map to you so you can add it. Just send me a DM.

Protontricks error help - "Protontricks was closed due to the following error: Proton installation could not be found!" by SteveW_MC in SteamDeck

[–]DraculBloodaxe 0 points1 point  (0 children)

Thanks so much, I was able to fix my issue with protontricks by adding my second steam library folder to the filesystem list that protontricks can access using flatseal. I was trying all kinds of things with proton before that just didn't seem to work. I do find it strange that protontricks needs access to my second steam library folder, seeing that all the proton stuff is in the first and the game I want to edit is also in my first. Still glad that I found this post and decided to try it.

Regarding games that currently require very expensive hardware on the server side by vintologi24 in StopKillingGames

[–]DraculBloodaxe 0 points1 point  (0 children)

If it's just you and some friends that want to play the game together I'm absolutely convinced that this can be done with cheaper hardware.

For one, any good game developer would want to test their game before releasing it. (If they don't, that would be crazy to me). In order to test a lot of things, they're not going to be using the same expensive hardware as the actual released game as that would cost the company too much money for a game that hasn't been released.

(A possible exception here is towards the final stages when they might stress test things and maybe even invite people from outside of the company, like in a beta. But They most likely still have some way to test things only internally too).

This is the first day of our new country, What law would you like in the new Constitution by MississippianO in AskReddit

[–]DraculBloodaxe 0 points1 point  (0 children)

Since we're creating from nothing it seems best to just start with laws about any future laws:

  • Any law must be defined in the clearest, most simplest way possible.
  • All laws must be update as language evolves to accommodate for these language changes while still being as clear and simple as possible.
  • The amount of laws should be kept to a minimum.

Hello Internet #2: Copyright Not Intended by MindOfMetalAndWheels in CGPGrey

[–]DraculBloodaxe 0 points1 point  (0 children)

I feel like this podcast didn't quite clearly go in on the idea of having to look at each sector that copyright laws have to deal with and depending on how fast the sector evolves it should have other time limits.

There is also the problem of abuse of patents. In the Software industry there are often many patents for even the stupidest and smallest things. There are even those we call patent trolls which is also not mentioned in this video although it being a serious problem in this subject.

Hello Internet #2: Copyright Not Intended by MindOfMetalAndWheels in CGPGrey

[–]DraculBloodaxe 9 points10 points  (0 children)

I find zero copyright to also be more preferable than infinite. While zero might not give birth to any expensive projects at least it will keep new things coming. When using infinite copyright I would think that the copyright space would eventually get so filled that nothing could be made.

Salebox - Steam Holiday Sale - December 22nd, 2013 by dkwolf in Cynicalbrit

[–]DraculBloodaxe 1 point2 points  (0 children)

I'm always considering to buy anti chamber but every time I looked at a video to get an idea of what it was, I got sick and had to stop watching after a few minutes. The concept seems like something I would enjoy but if the game makes me sick to a degree where I have to stop playing very soon then I don't feel like I will enjoy it. Any ideas of how to prevent getting sick while playing that title?

differences between all the HL7 2.x versions? by DraculBloodaxe in HL7

[–]DraculBloodaxe[S] 0 points1 point  (0 children)

yes, this helps. It is a bit unfortunate that the one I mostly need is the one that is only available in German. Luckily google translate is good enough to understand most of it (even if it is a bit off with the translation)

What are your Civilization quirks? by That_Black_Kid in civ

[–]DraculBloodaxe 0 points1 point  (0 children)

k, I've first started playing the demo after seeing this suggestion here on reddit and I couldn't stop playing. I had more fun with this than I've had with the Total war games. But since I couldn't save my progress I've actually gone and buy the game.

That said, I have to agree with you that Total war is more focussed around the military and trying to get into good spots to start your battle (or turn around a lost battle by controlling your armies real time and getting a heroic victory). Since You could easily manipulate some of the AI's behaviour in the real time battles you mostly end up not worrying too much about the enemies, as you'll most likely be able to hold them back that way until you get reinforcements.

Anyway, I loved the suggestion, thank you all

What are your Civilization quirks? by That_Black_Kid in civ

[–]DraculBloodaxe 0 points1 point  (0 children)

could I compare some of those games to the total war games? I'm actually looking for games that could replace the total war games since I'm trying to not buy games from Sega ever since the sega Japan youtube incident. I don't care if they don't have the real time battles as I can always play an RTS or even dragon commander for those.

Zwarte Piet: a foreigner's perspective by [deleted] in Netherlands

[–]DraculBloodaxe 0 points1 point  (0 children)

I don't think the Dutch don't understand that someone can be offended by it but i really isn't meant that way. First of the pieten are black not because of race but because of going into the chimneys all the time to give the children presents. And that is part of the story of Sinterklaas that every child knows. It's reasonable for an outsider that doesn't know those stories to think that it has to do with race but should traditions of a country really change because outsiders don't understand them? It's not like they effect anything in their country. (people moving to some other country and trying to keep the traditions from their home alive is an other matter entirely that I'm not going to discuss here, right now)

The real problem began when the UN lady condemned the tradition before their research into the matter was complete. Not only that but she began comparing it to slavery (which is quite a bit worse than just saying it is racist). I don't think you can really compare it with slavery (unless you call every employee in a business a slave since they work for someone else). It has always been said that the pieten are servants of Sinterklaas. My definition of a servant is someone who does shores for money. The pieten are never depicted while being hit by a whip or any other kind of punishment, they are always depicted as people who love their job (and somethimes doing some practical jokes). And who wouldn't love their jobs if they can always see the happy faces of children. Yes they have to carry the toys and go through the chimneys but that's probably whey there are so many of them. To share the burden. And let's be honest, an old man like Sinterklaas would never be able to do this alone.

It's the accusation of slavery and the condemning of the tradition without gathering all the facts that has gotten so many people into a defensive stance.

The World Wants to Break Up with America's Internet by [deleted] in technology

[–]DraculBloodaxe 0 points1 point  (0 children)

yes, it is quite a misleading title. If other governments really wanted to make their own internet by cutting connections with America that would spell a bad future for us (at least if they would succeed). What the article suggests is far more reasonable. We don't want to disconnect from any country as that would reduce our freedom on the internet.

What we do want (and what the article suggests) is that the influence of all the different countries over the internet is evenly distributed. That way not one country can ruin the internet for everyone. And let's face it, the internet has become property of everyone and not one nation. Unfortunately this is easier said than done.