Cosmoteer: 星舰设计师

Cosmoteer: 星舰设计师

Maltis Game Overhaul Core Mod
Malte  [开发者] 2023 年 5 月 18 日 下午 6:12
build menu categorys
hey guys,
I am kinda unsure about the situation with the categories in the build menu right now.
The intension by adding (many) more is to be able to better categorize them. (f.ex. : Long Range weapons, Rapid fire weapons and so on).
But I also have some categories like "Maltis Laser Weapons" which is just for all laser weapons which kinda doubles the still existing one.
I can summarize them again but first I wanted to hear your opinion. The intention has been to keep the default weapons kinda in their own categories to differentiate them more from the new ones but as I said I am unsure about this and yeah let me know what you think about the situation, thanks!
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stephen1592 2023 年 5 月 25 日 上午 7:31 
We have already talked a bit about this in the private chat, but another reason why you might want to condense the blueprint categories is that part of the fun in a building game like this is do your own classification of parts in your head. Instead of helping the player make decisions by having each type of category predefined, you should let the player delve into each of the broad vanilla categories and make the decisions for themselves.
Malte  [开发者] 2023 年 5 月 25 日 上午 9:38 
引用自 stephen1592
We have already talked a bit about this in the private chat, but another reason why you might want to condense the blueprint categories is that part of the fun in a building game like this is do your own classification of parts in your head. Instead of helping the player make decisions by having each type of category predefined, you should let the player delve into each of the broad vanilla categories and make the decisions for themselves.

Hey,
I am not quite sure what you mean with making your own classification of parts in your head?
I mean just because someone has a imagination of other categories doesn‘t mean they‘re in Game ?
Or did you mean that players would go over the files with their imagination lf new categories and do edit them inside the code?
I think last would not be very common for most people.

Also I of course added them not just for fun.
For example I wanted to help the user a bit by defining categories like long range weapons so the player don‘t has to compare every stat to get that information.
Also there will be about 2-3x as much weapons for example I think in the future so maybe splitting them a bit would be also kinda handy I thought.

But yeah would be really cool to have a function to Organize it directly in Game as you want it to be.
But rn not quite sure if and how it is best accomplished.
But I will think a bit of that but light be too much so no promise here.

But meanwhile We should find a good middle way I guess, or
最后由 Malte 编辑于; 2023 年 5 月 25 日 上午 9:38
stephen1592 2023 年 5 月 25 日 上午 10:41 
What I mean is, lets say you want to build a new ship. You have an idea of how its shaped in your head, where to put weapons shields thrusters and armor. Step 2 means actually experimenting with where to put the different building parts and seeing how the squares line up. lets say I want to build some energy weapons on the front of my ship. I'd rather just click on one button for energy weapons and compare the stats/name myself in order to determine which weapons are better for range/point defense/ammo type. For example hyperion weapons has its own tab and your armor has its own tab. These could be rolled into normal projectile weapons and defense respectively I think. It is just disorienting to have to look over multiple blueprint tabs in my opinion.

Now if you add a bunch of new stuff then dividing the building categories the way there are now makes sense.
Malte  [开发者] 2023 年 5 月 25 日 上午 11:35 
okay, got it, thanks!
I think for you isn't it just fixed by just adding the f.ex. hyperium weapons additionaly to the normal projectile weapons category and same for shields/armor etc? You want also have the other category(s) removed, or?
I am also thinking a bit more about how to handle the problem rn and will come maybe to an conclusion today allready but no promise.
stephen1592 2023 年 5 月 25 日 上午 11:54 
For me I would like it if:

[Maltis high ranged] [Maltis rapid fire] [Maltis volley fire] [hyperium weapons] ------> get rolled into either "projectile weapons" or "energy weapons" depending on ammo type.

[Maltis Active defenses] [Maltis Shields] [Maltis Armor] -------> get rolled into vanilla "defenses"

I would even get rid of the [All Maltis weapons] and [All Maltis Defenses]

This way you follow vanila blueprint guidelines as well as what other overhaul authors have done. Which in turn reduces UI bloat.
最后由 stephen1592 编辑于; 2023 年 5 月 25 日 下午 12:03
Malte  [开发者] 2023 年 5 月 25 日 下午 12:21 
Hey, just released a new patch.
Hope you are satisfied now ;)
stephen1592 2023 年 5 月 25 日 下午 12:46 
Looks good to me :)

I like how now all the blue print catagories now line up in a single line instead of being having two rows. It is much more pleasant to the eye.
Malte  [开发者] 2023 年 5 月 25 日 下午 12:59 
引用自 stephen1592
Looks good to me :)

I like how now all the blue print catagories now line up in a single line instead of being having two rows. It is much more pleasant to the eye.
Well for me it wasn't like this.
I guess you are running many different mods together so this happened cause too many ones added new categories in your case.
But I am glad it helped.
stephen1592 2023 年 5 月 25 日 下午 1:08 
So you have more than one row of blueprints? my monitor is pretty big and it might be a UI scaling thing.
Malte  [开发者] 2023 年 5 月 25 日 下午 1:12 
I do not. Mine first row is kinda half filled now. (a bit less than half)
But I am just using this mod rn to be clear.
I am using:
28 ' Monitor @3840 × 2160
UI Scaling: 200%
Perfromance/Resolution scale: 125%
最后由 Malte 编辑于; 2023 年 5 月 25 日 下午 1:12
stephen1592 2023 年 5 月 25 日 下午 1:20 
I don't play with so high resolution, so that is probably it. And Jani's mod just adds one icon. Anyways I'm happy with how things are. Time to play!
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