Several new game setup options and client tools available. ...

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966 days, 22 hours, 3 minutes ago
View big beefer's profile
big beefer
Several new game setup options and client tools available. ...Write Reply
Several new game setup options and client tools available.

As we continue to work through some of the suggestions from uservoice, we have added the following:

1. Ctrl-clicking on most of the transfer or build arrows will now function as a "MAX" setting, transferring as much cargo as possible, building as much as you can afford, etc. We'll work on making this more obvious in the interface, but the functionality is already in, so you can go ahead and start saving yourself some clicks loading those 10,000 MC, or filling that merlin, or building those 300 factories...

2. "Live Measure Tool" option available under Settings - View Settings. When enabled (don't forget to save your settings), the measure tool will update as you move the mouse, allowing you to quickly measure various distances from an object. Also, when measure mode is on, the 'm' hotkey will now turn it off, while still leaving the measurements displayed. The 'x' hotkey or selecting 'Clear' from map tools will remove the measurements entirely.

The following new game setup options are now available for private games:

3. New homeworld configuration: One vs Circle - Used in MvM games and could also be used for an "Ashes of the Empire" scenario, this setting will put Player 1 in the middle of the map, with the others circling them.

4. New starmap settings: Extra Planets / Extra Ships - As named, these settings will start everyone with more planets/ships in addition to their HW and medium freighter. This could be used to set up a "Disunited Kingdoms" scenario. In addition, if the One vs Circle setting is also used, you can set the extra ships/planets for the center player separately.

Note that very limited testing has been done with these new game settings (one reason for restricting them to private games for now). They seem OK in basic setups, but if they aren't working or doing strange things, let us know.
966 days, 20 hours, 59 minutes ago
View theduke's profile
theduke
RE: Several new game setup options and client tools available. ...Write Reply
Sounds fantastic! Thank you!

I like 3. most :)
966 days, 19 hours, 29 minutes ago
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talespin
RE: Several new game setup options and client tools available. ...Write Reply
Yay! Thank you for your hard work!
966 days, 19 hours, 16 minutes ago
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blazde
RE: Several new game setup options and client tools available. ...Write Reply
Ooh #2 is definitely the best. Live Measure Tool is more fun that anything involving measuring ever should be, are we sure it's legal? :)
966 days, 18 hours, 4 minutes ago
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issen adtur
RE: Several new game setup options and client tools available. ...Write Reply
Well done once again!
My thanks for the hard work!

Now I need something to spend my seven unused votes on.
966 days, 17 hours, 44 minutes ago
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glyn
RE: Several new game setup options and client tools available. ...Write Reply
Noice!
966 days, 16 hours, 35 minutes ago
View emork the lizard king's profile
emork the lizard king
RE: Several new game setup options and client tools available. ...Write Reply
Great! I'm expecially happy about 1. because I often experience big latencies when I use the transfer buttons (Windows 8 + newest FF). Loading 10.000 mc sometimes takes 20+ seconds. It is (was!) my currently biggest unneccesary time sink.
966 days, 16 hours, 6 minutes ago
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glyn
RE: Several new game setup options and client tools available. ...Write Reply
@Emork: Yeah, besides zooming out too far on a Sphere Sector or tapping arrow keys to move waypoints, transferring 10k MC is the worst.
966 days, 15 hours, 53 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
I recently saw some indications that changes were coming, but this far exceeds what I was expecting. I believe that's the two highest UserVoice requests done in just over a week, leaving Crystal Immunity at the top of the list. Excellent work!!!

I'll do some testing tonight and tomorrow, and get the game configuration settings into the docs.

WRT #3, if anyone is willing to create a guide to scenario creation, please inform one of the editors, or post here. Otherwise, we'll start working on it during the holiday break. The UserVoice request for the scenarios should provide a starting point, but some searches through the forums is likely to provide more. I expect that some of these scenarios can't be implemented yet.

https://planets.uservoice.com/forums/136520-general/suggestions/2300428-starting-host-scenerios
966 days, 13 hours, 39 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
@Big+Beefer,

Item #2 doesn't seem to be working under IE. I did a hard refresh of the client. I got out of the game and went back in, then verified the settings. It looks like it should work, but I don't see a distance.
966 days, 12 hours, 59 minutes ago
View big beefer's profile
big beefer
RE: Several new game setup options and client tools available. ...Write Reply
What version of IE are you using? Admittedly I do pretty much zero testing with it until a problem is reported, but it seemed to work OK for me on version 11. What are you seeing when you try it? And probably a silly question, but you know you need to click a starting point to measure from before you'll start seeing distances?

As far as the scenarios mentioned in the uservoice, I think you should be able to setup the 2 mentioned in the main post pretty well. I'm going to leave the suggestion open for now, because I'd like to also get in "crazy intermix" and "wandering tribes". But they'll take a little more work. The new settings just offered were able to leverage some of the work already done for MvM and running start games, which simplified things.
966 days, 12 hours, 28 minutes ago
View gnerphk's profile
gnerphk
RE: Several new game setup options and client tools available. ...Write Reply
Delightful. I'm going to fiddle around with these and maybe set up an "Ashes of the Empire" scenario. Should be interesting. :o)
966 days, 12 hours, 21 minutes ago
View challengespaceyard's profile
challengespaceyard
RE: Several new game setup options and client tools available. ...Write Reply
Game creation via API still seems to be working. Good to know so far.

Still, I wonder if there are any differences that an API programmer should be made aware to know...
966 days, 12 hours, 18 minutes ago
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meteor
RE: Several new game setup options and client tools available. ...Write Reply
Oh, this ctrl-click-max-thingy is so nice. Already love it.
Just made a big turn and used it many, many times...
(f.e. to reset tax to 0)
966 days, 10 hours, 0 minutes ago
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frostriese
RE: Several new game setup options and client tools available. ...Write Reply
XMAS coming once again earlier than expected. Good job!
966 days, 8 hours, 12 minutes ago
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loner
RE: Several new game setup options and client tools available. ...Write Reply
Love #1 - when you have 10s of thousands of supplies, 100Ks of MCs, it makes things SO much faster...seconds versus minutes. Wish it was available for ship/equipment purchases but you cannot have everything.
966 days, 4 hours, 1 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
@Big+Beefer,

PM sent.
966 days, 3 hours, 57 minutes ago
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glyn
RE: Several new game setup options and client tools available. ...Write Reply
@Big Beefer,

Thumbs up sent

___

@Gnerphk: http://apod.nasa.gov/apod/image/1612/Cartwheel_Hubble_1282.jpg
965 days, 14 hours, 28 minutes ago
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blazde
RE: Several new game setup options and client tools available. ...Write Reply
A small issue with the Live Measure Tool: While in measure mode the mouse pointer normally changes to a cross-hair with distance text below/right of it clearly visible. But when hovering over a ship/planet the pointer changes to a hand which obscures the distance text at certain angles. (This wasn't much of a problem with non-live tool because you had to fix the distance anyway and then could move mouse away).

Would it be more sensible to always have a cross-hair while in measure mode?
965 days, 13 hours, 53 minutes ago
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meteor
RE: Several new game setup options and client tools available. ...Write Reply
To add to what @Blazde said:
Maybe it would be best not to show a cursor/pointer at all when in the new measurement mode.
The circle and line indicate clearly where you point at and everything above just makes it harder to see.
965 days, 13 hours, 36 minutes ago
View big beefer's profile
big beefer
RE: Several new game setup options and client tools available. ...Write Reply
@Blazde, that is the intent (that live measure mode will always use crosshair), and it seems to work that way form me. Are you running any userscripts, and if so can you try it with them turned off? If not, what browser are you using?
965 days, 13 hours, 31 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
> Would it be more sensible to always have a cross-hair while in measure mode?

I think that it would make more sense to display the distance in the upper right-hand corner, just below the X,Y position of the cursor, until you click.
965 days, 13 hours, 17 minutes ago
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lunchmoney
RE: Several new game setup options and client tools available. ...Write Reply
#1 seems great but it doesn't seem to be working on my MAC. Control-click gives the maximum arrow but it also brings up a non-Nu menu that contains a lot of choices (including inspect element) which prevents me from loading anything. What am I missing here? Thanks...
965 days, 12 hours, 50 minutes ago
View big beefer's profile
big beefer
RE: Several new game setup options and client tools available. ...Write Reply
My guess is that's just a Mac thing. I went ahead and added the functionality to shift-click as well so maybe that will work better (ctrl-F5 to pick up the change).
965 days, 12 hours, 32 minutes ago
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lunchmoney
RE: Several new game setup options and client tools available. ...Write Reply
Thanks for the quick response but I still can't get it to work.
965 days, 12 hours, 27 minutes ago
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blazde
RE: Several new game setup options and client tools available. ...Write Reply
@Big+Beefer "Are you running any userscripts, and if so can you try it with them turned off?"

Ah you're right sorry, it's a conflict with @Kedalion 's 'Enemy Ship List Plugin'. I'll contact him, but for anyone else looking for a quick fix removing these lines from the vgapMap.prototype.showInfo override seems to do it:

"
vgap.map.container.css("cursor", "inherit");
if (vgap.map.over) {
if (vgap.map.activePlanet == null && vgap.map.activeShip == null) {
vgap.map.container.css("cursor", "pointer");
} else {
vgap.map.container.css("cursor", "pointer");
}
}
"


There's also a very minor issue with @McNimble 's Show Notes script where the notes text jumps slightly when you form the first measure line (in older versions the text incorrectly centres on planet) but I won't sleep over that.

Thanks again BB!
964 days, 11 hours, 51 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
> Extra Ships

This is taking a bit longer than expected to document.

For some reason, the Horwasp don't receive any additional ships :(
964 days, 6 hours, 17 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
Items 3 and 4 have now been documented.

http://planets.nu/#/howtoplay/customization
http://planets.nu/#/howtoplay/extraships
962 days, 11 hours, 13 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
Item 1 is partially done. The Transfer and Jettison panes now have pages, and are being linked into the documentation. These pages are new, and are likely to have a few errors. If anyone sees an error in these new pages, please inform us.

http://planets.nu/#/howtoplay/transfer
http://planets.nu/#/howtoplay/jettison
962 days, 10 hours, 51 minutes ago
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nanning
RE: Several new game setup options and client tools available. ...Write Reply
Perhaps /transfer should mention that its quite legit to load X, transfer it to a foreign ship, load Y, transfer this as well to the foreign ship, and finally load Z and fly away - where X, Y, and Z can be a full load of your ship.
962 days, 10 hours, 49 minutes ago
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frostriese
RE: Several new game setup options and client tools available. ...Write Reply
to be more precise ... you transfer in total much more than the ship can hold ... once I transfered 1000kt fuel with a B200 probe :)
962 days, 10 hours, 4 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
@Nanning,

> Perhaps /transfer should mention that its quite legit to load X, transfer it to a foreign ship, load Y, transfer this as well to the foreign ship, and finally load Z and fly away - where X, Y, and Z can be a full load of your ship.

That's a tactic. As such, it should be described in a guide.

I added that the amount of fuel and cargo transferred from a starship to a foreign starship isn't limited by the fuel or cargo capacity, and that excess fuel and cargo will be lost. I also added that multiple transfers are possible. I believe that's as close to what you requested as is appropriate.

Good catch.

> In /Jetison you could perhaps mention that money (and minerals, but not fuel) can be destroyed by recycling a ship (in orbit)

That's all discussed in detail in the Recycle page, which is where a description of the recycle action should be. No changes needed.

http://planets.nu/#/howtoplay/starship-fix-recycle
962 days, 9 hours, 31 minutes ago
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singularity
RE: Several new game setup options and client tools available. ...Write Reply
@Whisperer

>Transfers from a starship to a foreign starship are not limited by the fuel or cargo capacity of the foreign starship. Excess fuel and cargo will be lost.

Yes transfers can be larger than the target ship can take, but the excess is not simply "lost", instead it it returned to the sender.

If the sending ship ends with more fuel/cargo than it's fuel tank or cargo hold can take, excess is destroyed on a prorata basis.


Example:
A Fed MDSF beam transfers 50D, 50T, 50M, 50S to a Lizard LDSF.
After beaming that cargo, the MDSF loads 150 clans from the planet below.
Unknown to the Fed the Lizard LDSF is already carrying 1100 clans.

During the host run 25D, 25T, 25M, 25S successfully arrive in the LDSF cargo bay (bringing it up to 1200kt), but 25D, 25T, 25M, 25S are returned to the MDSF.

The MDSF now has 150C, 25D, 25T, 25M, 25S on board (total 250kt). 50kt must be lost. 50/250 = 20%.

20% of clans are lost. 150*0.8 = 120C.
20% of Duranium is lost. 25*0.8 = 20D.
20% of Tritanium is lost. 25*0.8 = 20T.
20% of Molybdenum is lost. 25*0.8 = 20M.
20% of Supplies are lost. 25*0.8 = 20S.

The end result is the LDSF has: 1100C, 25D, 25T, 25M, 25S (=1200kt)

The MDSF has: 120C, 20D, 20T, 20M, 20S (=200kt).

962 days, 6 hours, 47 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
@Singularity,

Could you please point me to some examples of this? It will make it easier to describe the phenomenon.
962 days, 5 hours, 22 minutes ago
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singularity
RE: Several new game setup options and client tools available. ...Write Reply
@Whisperer

Unfortunately not as I ran the tests in private games since deleted.

It is pretty easy to re-test though. I'm a bit snowed under (cough) until after Christmas, or I'd retest and email you screenshots.
961 days, 14 hours, 12 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
@Singularity,

> I'm a bit snowed under

Snow in the middle of your summer? I hope you're doing something useful, like playing on the beach :)

OK. I started a test. As soon as someone prods the Hamster (I think it's taking a nap), we'll start seeing results.
961 days, 10 hours, 38 minutes ago
View emork the lizard king's profile
emork the lizard king
RE: Several new game setup options and client tools available. ...Write Reply
BB, when I launch a farm to nowhere (wanna speed up exterminating Siliciods) I get a message "pod not launched". No problem but we should document it.
* which pods are affected?
* what are the criterias for not launching - a certain minimum distance and/or that the target is no planet and/or fuel isn't sufficient?
961 days, 10 hours, 24 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
@Emork,

I believe that all pods, except the Accelerator, need to have a planet/planetoid as a destination. I haven't had the time to verify this.
961 days, 10 hours, 20 minutes ago
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glyn
RE: Several new game setup options and client tools available. ...Write Reply
The Sentry and Protofield pods can go anywhere (I'd double check Sentry).

And the Accelerator works as destination also.
961 days, 9 hours, 56 minutes ago
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martinr
RE: Several new game setup options and client tools available. ...Write Reply
As mentioned if its not a legal destination the pod does not launch.

So all pods to deep space are not a valid target so will not launch.

This would make it easy to get rid of silicionoids if you could launch them 1 square beyond the war well.

I also think you get this message if you try and build a Hive or Soldier or other Horwasp with a ship limit and you are above the limit.

I think this is the default "you cannot do that message".
961 days, 8 hours, 2 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
@Emork,

I just ran the tests. Here are the results:

1. The two starships (Hive and Soldier) act like any other starship, and can stop or change direction anywhere.

2. Of the pods, only the Accelerator, Protofield and Sentry can have a final waypoint that isn't a planet.

3. All pods can have an Accelerator as an intermediate waypoint, and can change direction when they encounter one. The first Accelerator encountered in a pod's trajectory increases the speed, but none of others do.

Items 1 and 3 were already in the docs. Item 2 was added.

http://planets.nu/#/howtoplay/horwasp-ships

When you try to launch a pod to an invalid location, the "Waypoint" line in the Planetary Interface Pane (in the Orders section) will be displayed in RED. If you continue with the build, the pod will not be built/launched, and you'll receive a "Pod not launched." message, and all resources that were budgeted for the pod will be returned.
960 days, 23 hours, 5 minutes ago
View emork the lizard king's profile
emork the lizard king
RE: Several new game setup options and client tools available. ...Write Reply
Thanks a lot, Whisperer, for the test and the documentation.
960 days, 13 hours, 20 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
@Singularity,

> transfers can be larger than the target ship can take, but the excess is not simply "lost", instead it it returned to the sender.

This has been verified. I need to work out the details of the formulae and document them. This won't be a quick job.
960 days, 13 hours, 14 minutes ago
View gnerphk's profile
gnerphk
RE: Several new game setup options and client tools available. ...Write Reply
Well, and in truth, much of this smacks of "tactic" rather than game function. We could far more simply say that the transporters aren't limited to cargohold capacity and save the rest for the "Tips & Tricks" guide when we're ready.
959 days, 11 hours, 50 minutes ago
View snork's profile
snork
RE: Several new game setup options and client tools available. ...Write Reply
dtolman's Colour Coding script interferes with the Live Measure. Leaves you with the old tool only.
958 days, 22 hours, 47 minutes ago
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glyn
RE: Several new game setup options and client tools available. ...Write Reply
@Snork: Hmmm, noted in http://play.planets.nu/#/activity/2581046 now, thank you for the heads up!
958 days, 6 hours, 48 minutes ago
View snork's profile
snork
RE: Several new game setup options and client tools available. ...Write Reply
It totally wrecks the map for Horwasp players too. Up until yesterday, I've not been able to see my planned pod trajectories, only the built and sent ones.
958 days, 4 hours, 23 minutes ago
View whisperer's profile
whisperer
RE: Several new game setup options and client tools available. ...Write Reply
> much of this smacks of "tactic" rather than game function

It seems to me that what we see is a result of what the Host does. That makes it a game mechanism, and it should be documented. How it's used is a tactic.

Based on the information Singularity provided, my testing, and some information from other sources, the complete testing and documentation of this will take a while. Until then, I believe it's safe to leave the Transfer page the way it is.

For now, I'll move on to the Taxes page and the Structure Building page, and come back to testing foreign transfers a bit later.
956 days, 7 hours, 20 minutes ago
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glyn
RE: Several new game setup options and client tools available. ...Write Reply
@Snork: Alright, added that info as well too!