Mechanized Assault & eXploration Reloaded



#1 Jan 04, 2012 4:01 pm
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Posts: 26


Subject: Couple of questions
Hello there everyone! Just installed and tried the 0.2.7 MAXR, awesome work!

Couple of questions:

Is there a feature and planned feature list, or do I dig that stuff out from the bugtracker?

Is there a "show path"-feature like in the original game, with shots left displayed?
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#2 Jan 04, 2012 6:06 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: Couple of questions
It's all on the tracker Grinning

If you're missing some features from the original game on the tracker => add it (use your forum account to logon).

Featurelist doesn't exist. I'd say a list with missing features (as on the tracker) is shorter Smiling

> Is there a "show path"-feature like in the original game, with shots left displayed?

Me thinks that's still missing. There should be a ticket for this already however.

Thanks for your Feedback!
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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#3 Jan 04, 2012 7:00 pm
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Posts: 26


Subject: Re: Couple of questions
Another question!

How is diagonal movement cost calculated? It costs 1pt/2pts every alternate move, but is there some secret behind this? This is quite essential because without the path function you don't see on which move you lose your opportunity fire.
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#4 Jan 04, 2012 8:59 pm
Eiko Eiko Offline
Moderator, Developer
Registered since: Aug 03, 2007
Posts: 604


Subject: Re: Couple of questions
max / maxr calculates the movement points in steps of 0.25

A diagonal move costs always 1.5 points (on land, without roads). So the fist move, you lose 1.5 Points, which is rounded for displaying to 2. The next move, you'll again loose 1.5 points, so now you have spent 3 movement points together. The calculation internally is always accurate, but half points are just not displayed on the hud.
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#5 Jan 05, 2012 1:09 am
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Posts: 26


Subject: Re: Couple of questions
Thanks Eiko Smiling

More questions! About Reaction Fire, I noticed there's a very recent discussion on that topic (did some google translate, can't read German at all Disappointed ). Actually the absence of reaction fire was the worst bug that we encountered in our first 2-player game just a moment ago. It makes simultaneous mode practically unplayable as units either need to be in Sentry mode (subsequently not in the "next unit" rotation either, which is bad) or they are sitting ducks to a fast attack that destroys them. I hope reaction fire (appropriate behaviour in sentry/awaiting/manual modes) is top priority for next release? Smiling

EDIT: noticed the "Implement reaction fire" ticket was closed already, but it's in 0.3.0 release Disappointed Could you consider adding it to 0.2.8?

Oh by the way, ticket #308 is about that "set path" function, but it doesn't mention the "shots left" and "moves left" marker that was in original MAX iirc?
This post has been edited 2 times. Last edit on Jan 05, 2012 1:19 am by Nix. ↑  ↓

#6 Jan 05, 2012 1:42 am
alzi alzi Offline
Developer, Moderator
Registered since: Aug 12, 2007
Posts: 339


Subject: Re: Couple of questions
Quote by Nix:
I hope reaction fire (appropriate behaviour in sentry/awaiting/manual modes) is top priority for next release? Smiling

EDIT: noticed the "Implement reaction fire" ticket was closed already, but it's in 0.3.0 release Disappointed Could you consider adding it to 0.2.8?


If a ticket has 0.3.0 as milestone this means that we plan to fix this until that version, but if it's marked as fixed already it will definitely be in the next coming version (what for the reaction fire means 0.2.8 ;))
There is an other possibility to get the new features even earlier: the svn version. Svn means it is the (more or less, depends when we made a package) current state of development with newest features (and bugs ;)).

Quote by Nix:

Oh by the way, ticket #308 is about that "set path" function, but it doesn't mention the "shots left" and "moves left" marker that was in original MAX iirc?


You are right. You could add this to the comments or just open a new ticket.
Albert Ziegenhagel
This post has been edited 2 times. Last edit on Jan 05, 2012 1:44 am by alzi. ↑  ↓

#7 Jan 05, 2012 7:17 am
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Posts: 26


Subject: Re: Couple of questions
Added a comment on that "set path" ticket.

Torunagas "reaction fire" fix seems to be added 13 days ago, but the latest SVN I can find is from November? Where can I find this latest build with Torunagas fix in it?
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#8 Jan 05, 2012 10:02 am
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Posts: 26


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

More observations:

- Support units should have "Sentry" command available too. Don't see it on for example Scanners?
- Builder units that have finished building should be in the "Next Unit" cycle?
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#9 Jan 05, 2012 11:36 am
alzi alzi Offline
Developer, Moderator
Registered since: Aug 12, 2007
Posts: 339


Subject: Re: Couple of questions
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

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?

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
Albert Ziegenhagel
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#10 Jan 05, 2012 12:13 pm
Nix Offline
Mitglied
Registered since: Dec 17, 2007
Posts: 26


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. ↑  ↓

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