Show whole topic Jan 05, 2012 12:13 pm
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Location: -


Subject: Re: Couple of questions
Quote by alzi:
Quote by Nix:
Ok got it now, need to install Visual Studio and get the updates from SVN... lets see if I get that working.

Oh sry, forgot to mention this: You do not necessarily need to install Visual Studio and build maxr by yourself. Of course if you do that you really get the newest developer version but sometimes one of the developers will pack an SVN package and upload it. This is done irregularly. Mostly when someone from the community plans a game. You can just ask one of us in the chat for example.
I just packed a new package. You can download it here

Thanks for the quick answer but I was even faster Smiling I got the latest SVN version running now :P

Quote by alzi:
Quote by Nix:
- Support units should have "Sentry" command available too. Don't see it on for example Scanners?

Hm, you're right there is one in the original max. But what do they need it for? Do you know how their behavior changes if you set e.g. a scanner on sentry?

There is the difference that units in sentry aren't in the "Next unit" cycle, which becomes useful when you have lots of units in field. You could for example station a scanner to a spot for an extended period of time and not want it to intrude your unit browsing with "Next Unit".

Quote by alzi:
Quote by Nix:
- Builder units that have finished building should be in the "Next Unit" cycle?

The "Next Unit" cycle is very broken in the current versions. I think is a ticket on the tracker for this but if not: feel free to add one Wink

There's one ticket concerning the << and >> buttons, which are working in my opinion. The problem is the "next unit" cycle as you said. I guess I'll make a ticket on that Smiling

Couple of points on how "Next unit" should work:
- all units should be given the "Sentry" option. I think in original version only Infiltrators didn't have that, and that's good as they're not supposed to be shooting anyone usually Smiling
- The "Done" action and button aren't working. Units that are "Done" should be removed from unit cycle. Not sure how it's done as they still have the "Waiting" status
- Active buildings that are in "Waiting" status should be included in unit cycle. Active buildings = defense turrets (gun, artillery, AA and missile launcher) and production facilities (Vehicle plants, shipyard and barracks). Seems also that production buildings that are purposedly stopped with items in queue aren't included in the cycle for some reason, I'm not sure if this is really useful or intentional in the original MAX.
- Small tweak in the end: when unit cycle is empty, it jumps to your mining station. I think this serves the purpose that you see if your material storage is filled, and you remeber to check your material allocation (or distribution, as in MAXR Smiling )
This post has been edited 2 times. Last edit on Jan 05, 2012 12:15 pm by Nix.