RTS Toolkit

Hi SiulX,

I’d be happy to issue a refund. In fact it would be only my SECOND requested refund out of the almost ONE THOUSAND units sold of the RTS Toolkit (or my other products).

So this has almost 1,000 units sold, I’ve given away hundreds of copies to users for free, and it’s been downloaded on a prominent torrent site almost 700 times (as of last time I checked). Taking all of this into consideration I’d also like to point out that the reviews for this are pretty good. I’ve had several hundred emails and comments since I released this telling me how great it is (even though I think it’s not the best thing I’ve ever created and there’s quite a bit I’d do different a second time around). For all of those positive reviews I’ve had maybe 10-15 people ever complain via email or comment. Let’s not forget just the one refund request (which was only because the user was unable to get it to download to her copy of UE4 for whatever reason).

I’ll take your criticism into consideration but you’re in a less-than-single-digit minority here. The following is my response to your response:

Basic RTS camera and controls:
The Mouse does not move the camera (you have to use the AWSD)
Correct. This has been a requested feature but I created this toolkit more to help people learn Unreal. If you’d have bothered to read the 20+ page documentation you probably would’ve picked that up. You also would’ve noticed that I have an entire page dedicated to teaching you how you’d go about implementing edge-scrolling. I could actually tell you in a few sentences but I like to teach and explain thoroughly. In fact, for the first year after this was released I spent almost all of my free time responding to emails with requests for how to do X or Y with my kit (or Unreal in general).

Traditional RTS unit selection:
you can not select just 1 unit (seems traditional)
you always select group of 4 units
when you select the units most of the times they 1 or 2 start running towards the enemy without any reason.

False. There are two types of units and two types of structures. For the worker unit and the two structures there is single selection with a CTRL+Click selection addition. The soldier units are grouped in fours because I wanted to provide an example of how you might implement a group of soldiers. I go over several alternative methods on how to do this in the documentation. I also go over how to change the soldier selection to single unit selection thoroughly in my documentation.
And yes, multiple unit selection is pretty traditional. Have you ever played Civilizations? Are you able to select a single musketman? I don’t believe you can (unless 3 of them have died, leaving you with just 1).

Marquee (click and drag) selection:
Does not work.
Yes, it does. This is the first thing I read when I saw your comment and I immediately went to test out in 4.15 and 4.16. Works perfectly.

AI commands including movement:
Units constantly get stuck on the resources on the map.
If you give a hundred answers you’re bound to get at least one correct.
Yes, ever since 4.10 or 4.9, whenever the mannequin changed, the collision hasn’t been fantastic. I’ve tried a few methods to make this more smooth. But you’re inaccurate in saying “constantly.” Even if it were constantly, are you planning on using the UE4 mannequin and starter content bushes in your final production? Probably not. If you still have issues with collision after you create your own skeletal meshes then create your own AI navigation system because the RTS Toolkit is using UE4 default navigation.

A robust collection of UI/HUD components for every selected unit :
Where ?
Back when this was released (over 2 years ago) UE4 was pretty new. The Marketplace had maybe 4 or 5 blueprint products available. Compared to most everything out this had a decent amount of UI for a blueprints project. The functionality of the UI is the important aspect. The generic buttons are generic for a reason. This was a teaching tool to be potentially used as a template. Part of what I liked about this is that it used exactly 0 imported assets - so no art for UI. If you’re looking for “robust collection” of UI art you won’t find it. If you’re looking for a “robust collection” of UI programming then you’ll find it. I discuss all this at great length in my documentation.

Traditional RTS Minimap system that relays cursor position to world position:
Gray Square without any functionality on the map.
See: “Generic buttons are generic for a reason” above. Gray - yes. I go over how to import your own assets for map image (once again) at great length in the documentation.
As for the functionality, I just tested that, too, and it works perfectly.

Traditional RTS “Fog of War” system:
buggy, does not retain any information of the map, and if you go around with the mouse you can detect resources and enemy’s.
A little odd? I believe so. Of all the emails I got asking for how to do X or Y the most - by far - was how to remove FoW. This is as good as I think is possible in UE4 for a variable amount of units. I’ve seen some pretty **** good FoW for UE4 but none of them work with a variable number of units. I developed one that was actually perfect - worked exactly how FoW should using a pretty complex light function material. Unfortunately I couldn’t store an array inside the light function material. It might still be possible to use this for a variable number of units but I haven’t had time to test out my thoughts.
The mouse won’t detect resources or enemies* in the FoW (unless they are right on the edge of visible area). The mouse selection uses a visibility trace. What you’re saying is not possible - even so, I just tested and it works fine.

Simple Bot AI built into Level Blueprints:
enemy’s shoot you once and start running like headless chickens on the map.
When you come within a certain range of an enemy AI (soldier units, the enemy workers just continue working) they will see you, get within range, and then attack you. They chase you until one of you dies. Sounds pretty simple to me. Which, to be fair, I did say. “SIMPLE Bot AI…” Also, headless chickens don’t give chase. I’d like to say I just tested that one but it’s purely an educated assumption.

So, if you want to give that documentation a read (assuming it’s not too long for your taste) please do so. And if you still feel like it’s a waste of money, please email me and request a refund. I’ll be happy to oblige. I can live with 998/1000.

Thank you and have a nice day my man.