Postby Hercanic » Mon Jul 04, 2011 3:55 pm
Baja:
Thank you for the replays! I enjoyed watching them, though even using the launcher it seems like Myk is breaking in the replays. =o
Flexo:
Thanks! Hope you enjoy!
Myk:
For the economy, each building and Engineer inside give 5 resources per cycle, so you have a few options on how to increase your economy -- lots of workers in a few buildings, or few workers in a lot of buildings. Both are viable, but each presents a different challenge, either in supply and production queue, or space and vulnerability.
I'm really glad to hear you like the units. That's one of the biggest aspects of this mod -- if they weren't fun to use, this mod would fall flat due to its emphasis on unit micro. So indeed, quite a bit of thought did go into them.
The unit submenu is a necessity of limited button space. To ease this, the hotkey system follows a positional order, where if you imagine a 3x3 grid on your keyboard around QWE ASD ZXC, a button in the top row, first position will always have Q has its hotkey. With this knowledge, you can quickly navigate submenues.
Is there another reason you dislike the submenu for production?
Undermind3k:
Yeah, I really like how the BWAI Launcher can be used with mods. I tried a match of STF vs an Insane script (Hammer), and it was pretty lolzy. I had to use Power Overwhelming to survive, and found Ashers work exceptionally well against the AI when invincible. =o)