| 5670 | 😀 | Bug | the move syn behave like it's a sync. Btw, i honestly do not understand the term sync so, via play test, i assume sync means wait until arrive and async means to towards but don't (the beheviour) wait till arrive and start other stuff. Because this is why i report a bug, i don't get what it means. So the bug is the following: i have set up random scounting for mineral, it is still very bad, i still need to figure out how to get this working. Sorry, you made it way to complicated, i loaded the beheviour templer and it was just to much so i tryed my own but major fail. I don't get why must this be so ocmplicated insted of having the option to further refine if needed. Whatever, sorry, so the bug, i set it up so that they scout the area, however in order to ensure they don't leave, if the batery drains = they left the network. So then to go back to the beacon, i checkj, the beacon's value is clearly the coodance, except, they just ignore this step. the step is clearly shown with a ligher blue (is it not possible to use different collour? like yellow? why? because it's hard to keep track if everything is green bluish, teal? and the active on is light blue) for a second or so, but then it goes to the next step, with the units not even reacting. And actually this worked until i added the scout randomly. Yes, this worked fine, no issues, but, after i added the step, to scout a random range, this messed up everything. Speaking of the scounting, and here comes the combine more in on: the scout, aka NO other connection, just on it's own, to have filters: layer network (aka this is perfect for souting the base for dropped items, need to repair, and so on, without needing to create radar at every x and y disatance), layer not network (aka outsite), and of course, this continues with dangerous areas, including to not go on plateaus. And on of the options: if taken damage to imideatly do something. Aka the scout to be infinitly looped until it finds a target -> next chain, or get's attack -> need to go somewhere, no? so we add the chain where. BTW, did you know that Ikea or what that is called, only has a few selection, like colours? why? because that is better when making choses. This is why imentioned in a previous feedback, everything you have do NOT need to be removed because this is absolutly amazing. What however needs to be done is a simple presentation, a combined effect of mutiple of them. and, via extra option, we can manually ajust, fine tune, modify and change what we want. However, invite someone you know, maybe family members, including children, and have them sit down, telling them to try and do some of the things the play test will be. And observe, because one of the 1st things you'll notice is NO ONE will read the instructions in game (sure, they might ask you, but none of them will read unless being pointed out or is the type to alwas read instruction). Aka yes, this play test, just ask them to do certain things, don't tell them how aside form opening the beheviour. And this is where you will understand that this game is like driving a car. If you know it inside out, you don't get why others can't drive it. So the simple options seriosly means the following: someone who is not sure what to do, adds a box (that they have no clue what it does) that says something, and it will automatically set many of the things. Like a simple questionier. Let's say miners: they put the box, you'll get asked, shall the unit get the latest miner equipment? pressing yes will automatically set everything needed, all the chains, pressing no, will allow you to change whatever you want, like getting a specific equipment. BTW, setting this questionier on the right side of the screen will help via people can visually see the chains being added, plus effect of impresions. Plus, like this, even if they pressed yes, they can always change it. Heck, even change the default of what will automaticall happen. But yes, this is next step, for now, going back to a more simple version that even a child will easily manage. After selecting for the miner equipment, you are asked something like, what resource, default is any, but you can also chose specific and a new option, the one we need more (aka we have tons of crystal but not enough ores? well they will go for ores. We have low both? we go after both, again, all settings can be manually ajusted, for now a simple, less then 100 units should do the trick for people who play this game for the 1st time). Then the more tricky part: should unit look around or wait to be told: look around is the scout where, by default they are not allowed to leave the network. And the being told, you'll get options like manually and the second options will be called Advance... why? as a way of warning new people that they will not be able to understand what they will be asked if they select advance (signal, read signal, send signal, location, where to deposit, so on) unless they take their time to learn more. Anywaysm this was an exemple. how to implement can vary in many many ways. So i strongly suggest to make categories like simple programs, basic programs (aka you have many chains but it's simple stuff like picking items, mining, finding), advance (you need to know how) and expert RIP if you don't konow one of them as it will mess up everything. But again, this depends of how well people who never played the game manage. because what i wrote might still be to much. Because as far as i can tell, this is why so many people do not get how amazing this game is. And i honestly don't get just wait. Please, even if this game does not do well, please reuse the assets and more in further games. And, even if you will add less to make it more simple, please add the option to still be able to add the more advance stuff. Like on the left side bar, have little tab boxes. The everything has everything, the simple it means you don't know to much. The advance means you need to understand how it works. Ideea is that if a new game will have only simple and basic ai stuff, still leave the more advance option even if we need to press a different tab to see them. After all, they will be only for really specific situations. BTW, I just now came up with another ideea. I keep seeing people post is programing needed. So i am 100% sure they will NOT bother with this, thuse they won't realise how amazing this game is. How about creating a new building? with mk tiers to not overload new players. Ideea is simple, you move a unit to that building, and the beheviour will automatically be set to the unit via that building. Aka a center, actually why new building? we have the command center, this is actually perfect. And new research adds new beheviour. And here are the differences: said unit can NOT be controlled. It is fully automised. However, the comand center, will have a new button to see all units, and there, you can select said units to call them back, revert them back to normal units.... with the beheviour IN the beheviour set. Aka they are not reset back, what actually happens is the automation gets disabeled, so now we can control them, we can open the beheviour and change what was created. However, this exemple was for prople who do not touch the programing, so the units being turned into automated via comand center is good for them since they won't touch the programing. And, if they want to control the unit, all they need to do is have the command center disable the automation..... ok, is the not being able to control the unit not to far? am i trying to punish them for not liking the programing? yeah... the comand center giving them auto programing will also start the beheviour automatically, so no need to make said units "non controlable". Well whatever. i honestly don't know what else to say but i will keep thinking because i really love the programing part of this game and i really hope more people will enjoy it. |  | 2025-11-01 17:43:27 |