First of all, I like it..very handy. I have noticed that when you get nuked my game locks up for like 2 seconds while all the notifications get displayed. So I thought of if you get nuked, instead of showing everything that got destroyed. The notification should display something along the lines of You have been nuked or Nuclear Attack. Then when you click on it, it goes to the event...Just a thought. What else people like or dislike about it?
this is probably a placeholder, I wouldn't be surprised if the devs hadn't thought of your idea already. but one notif taking up all that space on the screen seems a little un-ergonomic. I can see it being much more detailed and concise at the same time.
A bit of discussion about the notification system. The notification system of SotSE was pretty good. https://forums.uberent.com/threads/gui-mock-up.52739/page-3#post-820198
My biggest gripe with the notifications is, that there is no (or I haven't found it yet) shortcut to get back to where the camera was before I responded to a notification. Because I find myself responding to notifications a lot (I love them already) it nearly constantly disrupts something I am doing at that moment, which I would like to continue after dealing with a notification. And since I don't (yet?) have the presence of mind to "store camera", "deal with notification", "recall camera" and the positions to which the notification brings you is somewhat arbitrary without me seeing a smooth transition between where I was and where I am now, it always takes me a bit of time to reorient myself so I can get back to where I was. So the workflow I imagine could be 1) Work on annihilating everybody 2) Notification pops up 3) Hit space to go there 4) Deal with the notification 5) Hit backspace to go back to where I was in step 1
Should be less of a problem when they add in support for new game windows. Hit space, a new window pops up centered on the action. Interact with it as needed in the small box or click a button to focus the main window to that.
Placeholder is an alright word for it. We're going to do another pass on notifications down the road.
Just let the possibility stay to get the data via modding. It's awesome how I can capture pretty much all build/destroy events.
Yes. Basically you can ask for the system to provide you a notification whenever anything gets destroyed. Notifications contain the location of the event soo you can analyze that and when there are a lot of "death" alerts in together it's something big. oh or when the game locks up for a sec because it has to process 800 "death" events because a nuke it a big army. That indeed is a problem. I dont think that will happen in many games though. Maybe the notes should be merged together if they happen at the same time into "800 tanks were destroyed" instead of 800 times "1 tank was destroyed". EDIT: The alerts system was not at fault for the lock up it seems, even when I disable my "extended notifications" that send a note for pretty everything I still get a lock up when I delete 500+ units.
Does that lockup happen when the command is sent or when they explode? Does it happen if they are off screen when they die? I'm wondering if it has to do with the graphics changes instead.
Did I read somewhere on here that you can actually play with the notification options in the UI menu? how so? Thanks, I can't get on to look at the mo.
I even got a lockup when I deleted ~600 units that were invisible on the other side of the planet. I had alerts disabled for that specific type of unit. So the alert system was not at fault here. I just tested a nuke vs 400 ants + factories with alerts for everything enabled (including every single ant). Got maybe 3 seconds of lockup. Not too bad I think. Especially since deleting those 600 units offscreen without alerts was pretty much the same.
So it's not graphics and it isn't notifications. I guess the server must be sending updates on 600 individual units all at once. Depending on how this process works, it may or may not be possible to optimize that a little. If a nuke locks the game for a few seconds, just imagine what an asteroid does.
remember that they changed all the com death from everything blowing up at once to things blowing up one after another because it was locking up? well i think it's all the effects for explosions loading in and all the graphic card suddenly has to process. So optimization may fix this. we could even venture that simultaneous death will be back once it is optimized. (right?)
I like the way stuff blows up one by one A LOT. So I would say make the nuke like that, too: Start in the middle and blast up things in a growing circle. I also just tested if it is network-related, but the network load instant dropped from 220 kb/s to 120kb/s when I nuked a hugh amount of units.
Could it be possbile to toggle which ones you get in game. I like to know when units get killed early game but not so much late game.
Ok im really confuse wy Nuke got already 1 nuke made! Thats not good at all. Wy not balance the Nuke and antinuke? Thats prebuild stuffs ,and showld be on only has a option. Hope we wont have on next update Ground factory, naval and air already with units prebuild too! I prefer Uber team wast moore time balance Nukes and Antinukes then this.
@clopse: Yes in fact I just wrote a system for that as a byproduct of the upcoming PA Stats update for build orders, since I need to query all data but I don't want to change the default behavior of the alerts I am filtering out stuff in the UI now.