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multi-queue quality of life improvements #17788

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Jushdrug opened this issue Mar 9, 2020 · 4 comments
Open

multi-queue quality of life improvements #17788

Jushdrug opened this issue Mar 9, 2020 · 4 comments
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@Jushdrug
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@Jushdrug Jushdrug commented Mar 9, 2020

Motivation

multiqueue mods like TD have a very tedius production interface where you have to click through every tab of every category just to keep the factorys producing. The more factorys you have, the worse it gets.

Proposed solution

if you shift select multiple factorys of the same type (barraks or factorys or helipads or conyards) their catalogs (nod & gdi units) would be pooled together (like in RA) and when you queue up units these orders would be distributed evenly and according to what can produce what. The totals of what has been queued up along with a timer for what finishes next could be displayed in the production menu. This would mean that control groups become far more useful for production similar to starcraft.

conyards have multible queues so there it should be possible to switch between tabs without losing the selection (perhaps also make that persistent).

Just to make it clear the way building queues work should stay the same, this is only meant to add a layer of abstraction.

I don't know wether this belongs to the engine or the mod but these changes would also be useful in third-party mods so here are a few additional things to help with that:

  • fix #17726
  • allow mouse scrolling in the production menu
  • support for modifiers such as building upgrades/addons

Side effects

the new system should be intuitive enough for everyone familiar with rts games but if this game gets a tutorial it should be mentioned in there.

@Mailaender Mailaender added the UI label Mar 9, 2020
@AoAGeneral

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@AoAGeneral AoAGeneral commented Mar 9, 2020

Kind of like this idea. Would be able to add multiple factories to a command group (ctrl+#) and be able to create units this way as well.

@Punsho

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@Punsho Punsho commented Mar 9, 2020

Starcraft 2 has done its production in this way

@netnazgul

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@netnazgul netnazgul commented Mar 14, 2020

I had some difficulties with understanding which production structure is currently selected/active (TD and RV alike). Guess this should be improved before also showing that multiple structures (and WHICH multiple structures exactly) are active on the production bar.

@Jushdrug

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@Jushdrug Jushdrug commented Mar 14, 2020

@netnazgul when selecting a production structure it automaticly selects the corresponding tab and sub-tab in the production menu. Putting them in control groups could make it easy to recognise exactly what structures you have selected (like progamers in starcraft1&2). I have been using control groups to quickly reposition my rallypoints this way (even in the originals), which is also what inspired this in the first place.
As for how the grouping would look like in the production menu simply shift-selecting multiple sub-tabs should work just fine.

one more thing i forgot to mention is how pausing/cancelling production orders should work with multiple selections. Cancelling can also be distributed while laying an emphasis on queues that have something else in them. As for pausing however this is the only issue that still bothers me. I have made a list of possible solutions:

  1. skip the pause and just cancel.
  2. pause everything the selected group is producing. (most intuitive)
  3. pause only what is actively being produced at that time. (seems pointless)
  4. pause what is being produced proactively into the future while blocking other stuff.
  5. pause and postpone what is being produced proactively into the future instead of blocking other stuff. (temporarily pinning it to the end of the queue)

i would go with number 2 but if you have another idea i would like to hear it. I would also like some feedback on which you would prefer.

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