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 PostPosted: 09 Jul, 2008 
 
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Please don't put the equivalent of ctrl+L (select all land units) next to the equivalent of ctrl+k (self-destruct). Ctrl+k'ing 40 mantis hurts :(


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 PostPosted: 09 Jul, 2008 
 
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Or, Still better, give us the option to change the hotkeys...

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 PostPosted: 09 Jul, 2008 
 

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Lord of Nothing wrote:
Or, Still better, give us the option to change the hotkeys...

This.

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 PostPosted: 09 Jul, 2008 
 
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That works too :P


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 PostPosted: 09 Jul, 2008 
 
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AngryZealot wrote:
Lord of Nothing wrote:
Or, Still better, give us the option to change the hotkeys...

This.


In before Scathis 'can neither confirm nor deny' :roll:

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 PostPosted: 09 Jul, 2008 
 
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The Core Commander wrote:
AngryZealot wrote:
Lord of Nothing wrote:
Or, Still better, give us the option to change the hotkeys...

This.


In before Scathis 'can neither confirm nor deny' :roll:


seconded before Scathis can confirm it... or deny it


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 PostPosted: 09 Jul, 2008 
 
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Reaver wrote:
The Core Commander wrote:
AngryZealot wrote:
Lord of Nothing wrote:
Or, Still better, give us the option to change the hotkeys...

This.


In before Scathis 'can neither confirm nor deny' :roll:


seconded before Scathis can confirm it... or deny it


Points out that even if it's not in the game from the get go, we can still mod it in.

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 PostPosted: 09 Jul, 2008 
 

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Assuming they keep the full modding system.

If they want to do micro expansions, it might be a little more limited than in SupCom.

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 PostPosted: 09 Jul, 2008 
 
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PheonixIV wrote:
Reaver wrote:
The Core Commander wrote:
AngryZealot wrote:
Lord of Nothing wrote:
Or, Still better, give us the option to change the hotkeys...

This.


In before Scathis 'can neither confirm nor deny' :roll:


seconded before Scathis can confirm it... or deny it


Points out that even if it's not in the game from the get go, we can still mod it in.


Which shouldn't be necessary. It is simple hotkey re-mapping!


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 PostPosted: 09 Jul, 2008 
 
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AngryZealot wrote:
Assuming they keep the full modding system.

If they want to do micro expansions, it might be a little more limited than in SupCom.


Considering that modding is really the only reason about two thirds of the SupCom community is even still here, i don't think Scathis will be silly enough to try and make Demigod unmoddable.

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 PostPosted: 09 Jul, 2008 
 
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Considering that it took Goom 15 minutes to finish the almost-complete rebinding hotkey code that didnt quite make it into SCFA, it's probably a bit of a crime if they didnt have rebindable hotkeys in demigod.

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 PostPosted: 09 Jul, 2008 
 
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Allow me to introduce you to the world of corperate game development. It's a world where you can't add every single little feature, and where you can't get rid of every single little bug, because you don't have the time, don't have the money, or can't afford the consequences of doing it wrong.

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 PostPosted: 10 Jul, 2008 
 

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PheonixIV wrote:
Allow me to introduce you to the world of corperate game development. It's a world where you can't add every single little feature, and where you can't get rid of every single little bug, because you don't have the time, don't have the money, or can't afford the consequences of doing it wrong.


Rebinding hotkeys is a basic expectation in this day and age, not a bells & whistles extra.

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 PostPosted: 10 Jul, 2008 
 
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FieryBalrog wrote:
PheonixIV wrote:
Allow me to introduce you to the world of corperate game development. It's a world where you can't add every single little feature, and where you can't get rid of every single little bug, because you don't have the time, don't have the money, or can't afford the consequences of doing it wrong.


Rebinding hotkeys is a basic expectation in this day and age, not a bells & whistles extra.


Yep, and if not included in the stock release, a 10 minute mod will allow it to be done. Oooh, so difficult.

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 PostPosted: 10 Jul, 2008 
 
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PheonixIV wrote:
Allow me to introduce you to the world of corperate game development. It's a world where you can't add every single little feature, and where you can't get rid of every single little bug, because you don't have the time, don't have the money, or can't afford the consequences of doing it wrong.


Lol, as a game developer with 2 weeks till release, currently hunting down all sorts of bugs and features (and knocking many of them back) I can tell you that omitting such a thing shows a project is in deep trouble indeed :P

Someone made a bad judgement call earlier in the project - such a thing should be part of the basic usuability, and prioritised before various other things. (Especially since it's FA, after all the talk in SupCom.)

Possibly they just shrugged and said, "well, someone will mod it in", which is a bit lazy but forgivable I guess.

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http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 10 Jul, 2008 
 
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Scathis and his team don't seem to be that type.

Stay hopeful! And be happy that we have absolutely fantastic modders.

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 PostPosted: 11 Jul, 2008 
 
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PheonixIV wrote:
FieryBalrog wrote:
PheonixIV wrote:
Allow me to introduce you to the world of corperate game development. It's a world where you can't add every single little feature, and where you can't get rid of every single little bug, because you don't have the time, don't have the money, or can't afford the consequences of doing it wrong.


Rebinding hotkeys is a basic expectation in this day and age, not a bells & whistles extra.


Yep, and if not included in the stock release, a 10 minute mod will allow it to be done. Oooh, so difficult.


why don't the devs just omit all the nonessential features, only provide 2 demigods with the game, and no skills other than just regular attacks

oh, the modders can do it for us...NO! that is not how games work in this day and age, if programmers are omitting basic features because they assume modders will do it for them, then there is something wrong.

noone should have to pay to buy a game when the makers expect them to contribute to the coding. thats just plain stupid. shipping a game when its '99.9% done' and assuming the modders will finish it is also plain stupid, and it's probably one of the reasons FA was so unpolished on release.

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 PostPosted: 11 Jul, 2008 
 
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Congratz Z32, you managed to read the post and still completely miss the point.

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 PostPosted: 11 Jul, 2008 
 

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I don't think he missed the point at all. Moddability shouldn't be an excuse to leave out a feature.

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 PostPosted: 11 Jul, 2008 
 
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PheonixIV wrote:
Congratz Z32, you managed to read the post and still completely miss the point.


that it doesn't matter if it's not included because a mod solving could be made in 10 minutes. thats the point i got when i read that. i argued that it was wrong to think like that because it should be an expectation that it would be included and the responsibility of the designers, not the consumers to add it.

how far off was i?

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 PostPosted: 11 Jul, 2008 
 
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Z32 wrote:
PheonixIV wrote:
Congratz Z32, you managed to read the post and still completely miss the point.


that it doesn't matter if it's not included because a mod solving could be made in 10 minutes. thats the point i got when i read that. i argued that it was wrong to think like that because it should be an expectation that it would be included and the responsibility of the designers, not the consumers to add it.

how far off was i?


The point i was making is that sometimes certain features cannot be added to a program due to time\cost\risk. I then stated a second point which is even if they can't put it in, we can mod it.

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 PostPosted: 11 Jul, 2008 
 
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ahh, i was a bit off i see. sorry.

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 PostPosted: 22 Jul, 2008 
 
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AngryZealot wrote:
Lord of Nothing wrote:
Or, Still better, give us the option to change the hotkeys...

This.


That.

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 PostPosted: 07 Aug, 2008 
 
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This reminds me. Will Impulse have a mod/map vault that lets one download the mods/maps that are being used in a game when they're joining?

Please say yes.


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