Bug(1) Clarification: When I'm trying to build something say from a relay and say I'm trying to build a turret. Well when the turret button is over say a collector and I click the turret button, it favors the collector and opens the collector's build menu rather than selecting the turret to be built. So make it so that the click is favored for menu items *if* there are more than one click available. Meaning, don't disable other clicks until the player closes the menu. =P
New version : on click of button, if instance_number(oBuilding_To_Place) = 1, exit. Should work.
Minor Change (2) Response: All you need is to bring up the hangar screen while pausing the game and then resume the game when the player clicks a button. My guess is you're using rooms. If you were to recreate the hangar to be shown by a controller object, you could bring it up regardless of where you are. This would also be nice in the campaign if you were to create some ships, change the blueprints and then create a different ship. (Yes I realize there are 6 ship cores, but the point is to let the player adapt to the situation as it develops)
But how could i save the state of the room and then return to it ? I'll have a look. However, that would totally go against the multiple core idea, which is to prepare a ship for most situations. I mean, only one core would be necessary for all your ships, and you'd end up with a ''stack all parts on a ship'' type of strategy, which i don't appreciate. To be honest, i don't really like the idea. I'll play with it, get feedback, but i'm not sure i'll implement it.
Minor Change/Question 5) Another thing I thought of is... When the player destroys an enemy's relay station, does it affect the enemy's buildings that were connected to it? Along this line, there's a bug when this happens. The enemy's buildings that were connected to the relay station (now no longer existing) have their building connection lines shoot to (0,0) coordinate. A simple check whether they have a connection to a relay or home base before drawing the line would solve this.
Buildings connected will not longer get energy. Building requiring energy are : Turrets, collectors and repairs. Others only drain energy, but can survive without. The buildings used to check, but then i passed all building drawing line event to an ''obj_Underlay'' so that it drew under all, and i only had to set the alpha once. Problem is, i forgot to the the verification with the new object ( i think i did it for your building though, so they can destroy your relays without causing the bug).
Addition (3) Clarification: I'm glad you have at least that group assign/select feature implemented. One that would be nice is this: If there is no selection, Shift+1-6 selects all of a ship type. If there is a selection of ships, Shift+1-6 selects all of that ship type *within* the current selection of ships. This would help with strategy way more than the group assign/select feature.
Sure, will be done.
See bold .