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Oh well, the world needs stupid people, too.
The mouse clamping function is a total joke. I would expect the mouse pointer to be unable to move out of the area contained within the frame of the window. However, with the mouse clamping option active, I can still position the mouse pointer over the frame and resize it.
I don't know how hard might it be to implement a mouse lock in an application, but it would be really awesome if that unexpected behavior could be prevented.
Think about what you are asking. You are asking them to make mouse clamping LESS usable to LESS people out there. You are asking them to make it so you can't resize the window at all if mouse clamping is turned on. The current behavior IS the expected behavior. For every one person (you) complaning for this, there would be 5000 people complaning the opposite.
I don't know how the devs aren't going insane by now.
They better go an extra mile and not just fix the bugs however, so that the screwed up release can be forgiven
Are you implying that misclicking the close button in the heat of battle is an acceptable behavior? I admit that it displays a dialog preventing the game to close, but is dangerous and/or interrupts the game flow.
What I was trying to propose is a traditional mouse lock mechanism with a hotkey that makes it possible to lock/unlock the mouse pointer to the game, a la DOSBox and other countless applications. I don't think that is too invasive...
Besides, why are you so hostile? Frankly, the devs can simply ignore my suggestion or state their reason to not implement such behavior, and any of those actions by them would be fine by me.
people that want clamping want to be able to move the mouse at will without interrupting gameplay, they basically want fullscreen mode, so the default behavior would be that clamping makes you unable to interact with anything but the game, resizing as such should not be default behavior
Intentional bug or not?
With multiple queue on buildings, when I select them all and want to max them all at 15, I can't. The first selected building goes to 15 and the rest are stuck at 10. Is it not possible to get 15 in each without individually clicking them?
Either way, will be very efficient going forward. Thanks for the patches, keep em coming.
(EDIT: Looks like that was a one-off. Thanks for fixing this annoying issue!)
Animation bug fixes would be a welcome low-importance change. It would also be helpful to have an option to filter lobby games by geographical location (for the sake of performance) but I appreciate this may be difficult/impossible.
Could I suggest the following: a game pre-load screen for loading mod files, so that it's apparent when all mod files have loaded. This might reduce the number of people complaining that mod files aren't working.
Ability to cycle through music tracks (xmusic1, xmusic2 etc), similar to how it was implemented in Userpatch.
Little, low-importance things, but they would be nice touches nonetheless.
multiple building unit queue. Maybe at the start this game wasn't worth the money, but
I think it is now without doubt.
Great work devs! Much appreciated!