Global option You can now allow downloads during any gameplay from the downloads settings: Per game option You can now tell Steam to continue downloading updates/games while playing games from your games' properties.

Note that this setting is not available for non-steam games , which will always use the global setting.

The way I do it is: Pause all of the downloads manually.

Launch

the game I want to play.

Alt-Tab back to Steam window, resume all downloads manually.

Alt-Tab back to the game and enjoy.

It seems that it only stops the download for you on launching a game.

I have not found an "official" way to do it, but this way works until they give us one.

Steam used to block all downloads as soon as you launched a game.

However, there is no need for a workaround anymore, thanks to the new content system: when you download a game, it is possible to launch and play a single player game under Steam and continue downloading others games in the meanwhile.

Fixed downloading new update while game is still running Reference: Steam client updates .

In addition, the new content system will allow us to build several new features that we’ve often heard requested.

Upcoming client releases will include things like download scheduling, bandwidth throttling, and prioritizing which games get downloaded first.

You’ll also be able to download an update to a game while you’re playing that game ; Steam will apply the update after you exit the game.

Reference: Steam news .

Some people are talking about downloads being suspended, but I have never experienced this problem.

I suggest choosing another server and trying again if this happens to you.

Apparently, a new feature is coming.

While playing, hold Ctrl, Alt, and Del to go to pick a menu.

Pick the "Start Task Manager" then you can go to window.

Open steam then resume the downloading then click the picture where you were playing.

ENJOY!

After the game was started, you may also ALT-TAB back into steam, and then right-click and press "Pause Download" (even though it says "Paused" already), and then right-click and choose "Resume Download".

I have noticed that some games do not pause your downloads, but most games do.

Question: I have many games on Steam and many more I will buy, but I have a problem and I hope you can point me a solution.  When I download a game,  is it possible to launch and play a single player game under Steam and continue downloading others games in the meanwhile ?  Steam stops my download as soon as I launch any game, and I am looking for a way to prevent this.

How do I continue downloading a game in Steam while playing?

In the Global Option, you can allow downloads during gameplay.  You can also ALT-TAB back into Steam and click "Resume Download".

The official way is to change the global option in the downloads settings. There is also however a workaround, if you alt-tab out of the game and resume the download from there.

User suggests changing a global option.
There is also a work-around suggested.


As for difficulty I think an interested thirteen year old should be able to learn to play.

Oftentimes it seems children are better at learning interfaces than we adults are.

As far as content dwarf fortress contains the following.

Fantasy Creatures Cannibalism (Elves) Kidnapping (Goblins) Torture and torment of captives Brutal law enforcement Violence Blood spatter

Overly descriptive organ damage Vomit caused by stomach damage Protruding organs Failed surgical procedures Permanent mutilation from violence (lost eyes, hands, etc) Violent death of children and infants Madness and emotional torment Corpses which need to be moved Graves, mass and otherwise Ghosts of the fallen haunting the living

The need to clean up vomit and blood

The ability to kill unicorns, and mermaids for their valuable body parts

You can still kill good creatures, but their body parts values have been lowered to make the practice less attractive Totems made from the dead Alcohol and alcohol dependence Monsters kidnapping people and turning them into monsters for procreation Dwarf Fortress does not contain: Drug references, aside from alcohol.

Mention of sex, nor sexual topics.

Creature procreate, but the mechanism is not specified.

What tempers the excessive gore of the game is the fact that it is text based.

Very gruesome things happen in game, but are not visualized, only described in prose.

You would have to determine from that how appropriate it is for the child in question.

I'm fairly sure the ESRB would rate it

at least 13+.

It's also worth nothing that the community around Dwarf Fortress can be quite gruesome and disturbing, including the official forums.

Depends on the 7 year old, but some could definitely.

Whether they'd care enough is a different matter, but that's down to personality, not age, for the most part.

I learned Simcity quite well at that age :P

A 14 year old definitely would be able to play it.

As for the learning curve, I started playing the game lately, and it's learning curve isn't as hard as it's made out to be, once you have a good tutorial.

After Action Reporter has a good tutorial.

While children may be able to play it, they may not be ready for the random behaviors of Dwarf Fortress.

"My friend died in combat leaving behind his possessions!

I clearly need his shoes immediately."

Your child will learn that mad elephants frequently destroy civilized cultures, elves will drive you mad, and often migrant workers bring you skills you don't need.

Be prepared to explain to them why this is so.

The game should be good for anyone around 12 years old, just as long as they understand that the game isn't done yet, and as such common sense will have to be suspended to workaround bugs in the game.

They should also be okay with failing terribly the first few times, but still be willing to try again - because "Losing is Fun!"

A willingness to read the wiki is very important, as sometimes common sense must be suspended, or because you lack a minor in geology(can't remember what rock is good for what).

If you don't want to use the ASCII styled graphics (all text)

I recommend the Mayday tileset .

On the topic of blood and gore, its not that visually gory (see Left 4 Dead) but you still get limbs lopped off by axes and goblins exploded into walls by hammers and such.

Of course all the visuals you get are some bones strewn about and some red tiles.

So nothing too bad.

In terms of what version you should use, the most stable one is listed as DF22 on the Mayday page I referred to earlier, the latest Mayday should also be listed higher up on the page.

I hope this is helpful, as I'd love to see more people getting into this amazing game!

A number of reviews on the Internet mention

it's steep learning curve.

One review mentioned that it's " Safe for Ages: 13+ " so I would go with that.

Question: What is the age rating and/or recommendation for Dwarf Fortress? Could a 7 year old learn to play? 10 year old? 14 year old? Is it suitable/safe for those ages?

Age rating/recommendation for Dwarf Fortress

Anyone between 12 and 14 years should be able to play it. A review mentioned "Safe for Ages: 13+".

The minimum age is about 12 years of age.

It seems users are pretty much in agreement that they should be about 12 at the youngest.


Since you are already familiar with the PC version, I'll go into the other ones: iPhone version

It contains the entire campaign, as well as different achievements (also different Easter eggs, such as what happen if you scroll down the achievement listing continuously).

The puzzles are mainly the same as well.

Doesn't have survival mode.

Doesn't come with most of the bonus games (including the plant garden, the tree of wisdom, as well as the Zombiequarium minigame)

These must be purchased with either in-game coins or with real money using microtransactions

All Mini-game packs can be purchased for 50,000 coins each, the I, Zombie game pack for 150,000 coins, the Vasebreaker game pack for 150,000 coins, and the Last Stand game pack for 100,000 coins.

iPad version Identical to the iPhone version, except it now includes the Survival mode.

However, now it includes a new way to improve the power of your cobb plants (by putting butter on enemies first).

This is making use of the iPad multitouch mode of up to 11 touches at once (think launching multiple walnut in walnut bowling at once).

Still no zen garden.

Read more on the Wiki here:

Game versions of Plants vs. Zombies

According to the Wikipedia article on PvZ and the official PvZ site

it is currently available for: Google Chrome (via Chrome Web Store) Microsoft Windows macOS iOS (iPhone, iPad, iPod Touch) Xbox

Live Arcade

Xbox 360

(Part of a PopCap compilation disc) PlayStation Network Nintendo DS Nintendo DSiWare Bada

Android Windows Phone PlayStation Vita

BlackBerry Tablet OS Kindle Fire

So pretty much everything under the sun at this point.

And as new platforms become available, I expect to see it ported to those too.

As to version differences, from what I've seen the main campaign is mostly identical, the main differences seem to be the extras included with each version.

The Plants vs. Zombies Fandom has a page about the differences between platforms and langauges that is worth looking at.

The XBLA version that came out in September also features coop mode, as well as: A goofy new way to track and share progress online, where players create their own custom house and cruise down the street to see their friends' cribs!

The highest resolution of any Plants vs. Zombies adaptation to date at 1920 x 1080 ( source1 , source2 )

Plants vs Zombies is available for the following: PlayStation 3 (also works on Vita)

Xbox Live Marketplace PC Android Windows Phone Iphone (and Ipad, Ipod touch)

DSiWare (Nintendo DSI, 3DS) Nintendo DS

The game is similar version to version, though appears to run smoothest on PC, PS3, and Xbox 360.

I would generally not recommend Popcap games on Nintendo platforms (usually poor frame rate).

The PS3 version, which is released just few days ago in US(and might also in EU but not in Asia), looks like have identical features as the XBox's version but not yet explored.

The last time I played it is on PC(bought from Steam) for more than a year now, when I play it last night on PS3 I was disappointed with the new dancing zombie; I prefer the old one.

Haven't had a chance to look at my pc version though 'coz

my laptop is still broken.

Achievements also differ between versions — the Steam version has different achievements from the iOS version, which again differs from the console versions.

The console versions have very few achievements.

Here's a list of achievements for the different platforms.

It has also been announced that there will be a NDS version coming soon with "bonus features".

Question: Plants vs. Zombies  is available for PC, iPad, and iPhone so far as I know. I'd like to help answer  Plants vs. Zombies  questions, but my knowledge is based on the PC version. So...  What platforms are  Plants vs. Zombies  available on?  Are there any major differences between the versions available on each platform such as: gameplay, campaign, puzzles, survival, achievements, or anything else?

How does Plants vs. Zombies differ from platform to platform?

It's available on iPad, iPhone, XBLA, Android, Bkackberry, Google Chrome, Live Arcade, Playstation Network and Nintendo DS.

The game is available on a variety of different platforms, if not all the available platforms, and the changes between some platforms include Survival mode on the iPad but not on the iPhone, while the XBLA version has a coop mode.

Users say the changes between some platforms include Survival mode on the iPad but not on the iPhone, while the XBLA version has a coop mode.

Users list the platforms on which the game is available.


I use it a lot for things like Stunning an engineer who is hammering on a turret, usually while we have an uber going to take it out.

Firing it into groups of people during a big firefight and helping my team by stunning one of the players in the fight Smacking heavies who are shooting with it, then running up on them and popping shots into them.

Stunning anyone guarding a flag that I want to pick up There are more uses than that

but, that is my main usage of it.

I've found it pretty useful in certain circumstances.

When fighting alone, the Sandman is a wash at best, because the small window of opportunity you get from the stun is offset by your reduced survival rate due to the health drop.

The Sandman is much more effective when used as part of a team push, or even only sniper cover, as stunned foes make excellent targets for Rockets, Grenades, or Headshots.

Target also matters --

If there's an enemy heavy parked on a control point, he makes a much better target (both in terms of ease of hitting and in terms of net effect) than a scout or spy.

If you primarily play the scout as a harasser, you may also find more use for the sandman, because getting stunned is, if nothing else, quite annoying to the recipient.

It's somewhat useful on melee-only maps, since the bat counts as melee, but you still get a ranged attack out of it.

Recent patches have added the Flying Guillotine, a ranged secondary that deals damage based on distance thrown.

The biggest pro of it is that it will deal critical hits (150 base damage including crits) on stunned players.

I've found it extremely useful in taking down Heavies.

First you stun them, then lob a guillotine into them.

That's 150 damage instantaneous damage, not to mention the bleed damage the guillotine causes.

A couple scatter shots into them, and you're good to go.

Essentially, paring the Sandman with the Guillotine is a devastating combo on unexpecting players.

Here's a video of it in action.

Another useful situation is if there is a single opponent pushing the cart in a payload or payload race map.

Question: I recently unlocked the Sandman for the Scout and have been using it but I don't really see the advantages.  The -15 health does not seem to make up for the fact that I am just able to stun a player for just a few seconds.  Is the Sandman only used to make a quick get-away or is it used effectively in combat?

What is an effective way to use the Sandman?

You can use it for stunning and engineer or on melee only maps.

There are a variety of opinions around about this, some say its useful for stunning an engineer for example, others say it can be sometimes handy on melee only maps. Some people also actively avoid it since it does not provide any good advantages.

User find it quite useful in certain situations, like on melee only maps.

User does not find it particularly useful.


Here's a video walkthrough of 3-11 through 3-15: http://www.rovio.com/index.php?page=angry-birds-walkthrough-videos#3_11_15 direct link to just that video

Youtube has a bunch of these:

This is the "Official Angry Birds 3 Star Walkthrough Theme 3 Levels 11-15" A description of what occurs in the video: 1.

Fire black bird at gap between concrete levels 3 and 4 (one above first die).2.

Black bird explodes on top of second tall wood column.

Second pig is destroyed.3.

Fire white bird on slightly higher trajectory, dropping egg between third and fourth (now second and third) pigs, destroying both.4.

Fire second white bird on lower trajectory, dropping egg between first (and only) remaining pig and die, destroying both.

Total points in example video: 56460 .

Aim the black bird at the row just under the first dice and DON'T explode him.

If you hit it right he will explode and take out 3 of the pigs.

Then you are left with the two white birds to get the last pig on the end.

Rovio has walkthroughs on YouTube:

It's not as daunting as it looks, actually.

Your exploding bird must land in amongst the concrete directly above the second pig from the left (about halfway up the structure).

When it explodes it will take out the first three pigs in one hit.

Remember that you can pre-detonate a bomb bird even after it's landed and gone red to time your ordnance perfectly.

This leaves your MOAB birds to clear the smashed and fallen masonry from above the last pig and let the shockwave from the last one kill the porker.

Good luck!

You can get three with the black one if you aim it at the 2nd level, then the White birds to drop bombs on the last remaining bird/s :-)

Question: I can't get past this level in Angry Birds. All I get is one black exploding bird and two white bomber birds:   I can use the black bomber to kill the left two pigs, but after that there's such a big pile of concrete on top of the other pigs that nothing I try gets through.

How can I beat level 3-15 in Angry Birds?

Aim at the black bird and you can get three with the black one if you aim at the second level. It must land in amongst the concrete.

Aim the black bird at the second level under the first dice, and it will take out three pigs.

Users provide instructions on how to take out multiple pigs with the black bird.


Contrary to what other sites may tell you when Googling around, yes you can cancel your Xbox Live membership renewal without calling customer support.

It's actually really tricky with non-obvious links apparently intended to confound and upset.

After messing around on the Xbox.com website, you may stumble upon the My Account pages (note: US link).

In there is a "Membership Level" section which does have an option to disable renewal.

It may be a tiny text link that says "Automatic Renewal: ON", where the word ON is the link.

You should then end up on a page that doesn't look like it's intended for cancelling your renewal at all, but if you scroll down you should find a "Next" button near the bottom.

Hit next through like 3 similar pages - all of which are trying to tell you about all the features you are missing out on by cancelling your membership - until you finally get to the part that actually lets you cancel.

I'd have a better description and some screenshots for you, but I already cancelled mine (through this process)

so I can't see the exact pages.

If you log in to Xbox.com and go to your "My Account" page, there is a "Membership Level" section.

It's in there that you can control your billing by enabling or disabling your monthly renewal.

I've been trying to do this for weeks

and I set myself a rule that I wouldn't call CS nor cancel my DD.

As a UK user

the "Automatic Renewal:" status isn't a link:

Automatic renewal: <span id="ctl00_ctl00_MainContent_MainContent_AutomaticRenewalStatus">ON</span

It's ridiculously simple to turn it on, but turning it off the same way is deliberately impossible.

Edit: http://forums.xbox.com/9/31086471/ShowPost.aspx#31086471

(FAQ & Guide - How to turn Automatic Renewal OFF Please read )

contains the gem

"Note:

The Auto Renewal ON/OFF feature was removed from all markets except USA, Germany, Taiwan and Japan on the 18th of February 2010.

Wonder why..?

Just found this gem on Reddit , for those living where online automatic renewal cancellation is disabled: First off, thanks to eltacodeldiablo for pointing me in the right direction.

A few days ago there was a deal to get 5 months of Xbox live for $5 which is all well and good except that it turned on automatic renewal for your account which is a pain to turn off.

As it turns out, Illinois passed a law that requires internet gaming service providers to have an online method to cancel the service.

So here are the steps to turn off auto renewal for Xbox live: Go to the account page Go to Billing Account Information and change the address to somewhere in Illinois Back on the account page, go to Manage Payment Options Edit the credit card's billing info to be somewhere in Chicago Back on the account page, click Upgrade/Manage Account

Under your avatar where it says Automatic Renewal: On, the On should be a link, click it.

You are going to have to click next quite a few times but eventually it will give you the option to turn auto renewal off.

Profit

It takes a few minutes, but is far less painful than calling support and having them potentially cancel your account instead of turning off auto renewal.

Edit:

This may only work in the US, since changing the country linked to an account seems to be difficult (if not impossible).

Update!

Following the cost increase of monthly renewal, MS sent me a nice email detailing the rise and this snippet (UK account, remember):

As always, you can cancel your membership before the renewal date by calling 0800 587 1103, although we certainly would not want you to miss out on all the great new features and games coming this November.

Useful, except that that number is the TTY device line for the hearing impaired, modem noise and all.

The voice line is actually 0800 587 1102.

Close, though.

I managed to cancel automatic renewal through this number.

Hope

this helps someone else.

The auto renewal link mentioned by Mag is only available in the US and a few other countries.

The UK isn't included so after two unsucessful calls to CS

I sent them an email through the account section on xbox.com and complained.

I got a response asking for a contact phone number and convenient time for them to call, which they did and cancelled it immediately.

Lots of old info here, so straight from the FAQ : To turn automatic renewal off: Click Sign

In at the top of [Xbox.com] , or click My Account if you’re already signed in.

The automatic renewal setting will be displayed near the top-center of the screen.

Click Change next to Automatic Renewal .

Please edit or comment if this doesn't work in your region.

Question: Is there a way to discontinue your Xbox Live automatic monthly/annual renewal (and credit card charge) over the Web/Internet?

How do I cancel Xbox LIVE automatic renewal online?

Go to the "Membership Level" section on your "My Account" page. It is simple to turn but very difficult to turn off again.

It is nearly impossible to do online by design, however if you navigate to the My Account page, there is a Membership Level selection.

Another uses says that it is deliberately made impossible.


The boxed version contains the following: 1 DVD copy of Starcraft II 1 Game manual 1 Pad of notepaper (For yourbuild orders I'm guessing)

2 World ofWarcraft 10 day guest passes

2 Starcraft II 7 hour guest passes

The digital version obviously only allows you to download, install and play the game.

In short there are no differences between the digital download version of StarCraft II and the one in the boxed version, with the Blizzard rep saying, "All the files are exactly the same, but you obviously don't get the box, DVD, or manual."

Also, If you get a boxed copy of the game and add the included key into your Battle.net account, "the option to download the client online will become available.

" The game client is region-specific, however.

As the Blizzard rep explains, "Therefore, in order for a player to log in and begin playing, both the StarCraft II: Wings of Liberty game license and the installed game client must be from the same region.

If the game license and the game client don't match, the player will be unable to login."

According to this post , the answer is from a Blizzard developer

Other than the fact that with the boxed version you have a physical disc, manual and a box, there's no game content differences between the boxed and digital download versions of the game.

If you buy the boxed collectors addition, you get some extra swag, including Starcraft 1.

You also get a "Feat of Strength" if you buy the collectors edition.

By the way, the "game manual" some are referring to is just a quick-start guide.

It has some artwork and 19 pages of text, consisting of: 4 pages of requirements/installation/etc.

9 pages of SC1 story recap (which you'll already know if you played SC1)

6 pages of EULA

All the detailed game information is online at battle.net.

You're not missing anything by not having this manual unless you're dying to read the story recap.

Question: What I know so far is that the boxed version should include free guest pass tickets. Is there anything in addition (except for the box, the CD/DVD and probably a printed user guide)?

What is the difference between the digital download and the boxed version of Starcraft II?

There are no real differences between the digital version and the boxed version.

According to a representative, there is not real difference between the two versions, the only difference is that you don't get the box, DVD or manual.

According to a user quoting a representative, there is not real difference between the two versions,


As far as i remember marauders do additional damage against stalkers, so your best option would be a mix of zealots, sentries and stalkers.

Zealots will take damage away from the stalkers unless the enemy focusses his fire (which then would allow the zealots to close in on the marauders).

The sentries reduce the damage from the marauders, giving you an important advantage.

They can also block his retreat or cover yours and cut of parts of his force.

The stalkers can either blink in (warning: dangerous) to quickly get in range as soon as the enemy starts attacking the zealots or - with a little micro - you can blink out as soon as a stalker looses his shields.

Another option, though more long term, would be to switch to air as marauders are ground-only

and it might be possible that he focussed too much on marauders

so he has little to no anti-air.

1-1 a Stalker will lose to Marauder.

The loss is exponential as you add more even numbers of Stalkers/Marauders.

1-1 a Zealot (w/o charge) will lose to a Marauder with concussive shells and good micro.

However, because of the armor types and damage, Zealots can actually counter Marauders if they can get close enough.

The correct approach for dealing with early Marauders (i.e. too early to have charge, or immortals), is to have a well balanced composition of both Zealots and Stalkers (maybe 1 or 2 Sentries).

If the Terran player tries to kite your Zealots, the Stalkers will have an easy time firing back as they are much faster than Maruaders, Marines and Zealots.

If he targets the stalkers, and not the Zealots, your Zealots will have enough time to get in and do terrible terrible damage .

In any case, I usually prefer a Void Ray tech to force the Terran into doing a marine heavy build.

I then tech to Templar to counter the bio ball.

With Templar, feedback can kill ghosts and medivacs, and marines don't really have a defense against storm.

Also, because you have the stargate, you can easily build phoenixes to lift up tanks if he goes mech.

Coming from the view of the Terran player, it will be easy to pick off your Zealots with some simple micro after the concussion shells are upgraded because they slow the units.

Stalkers are the thing that annoy me if I'm trying to do this because they have the same range as the Marauders.

If I'm picking off Zealots the Stalkers can target me, if I try to go for the Stalkers the Zealots can get close enough to cut me down.

So I'd say be fast and get a mix of the two in your starting defense.

A photon cannon or two should complement this as well.

The correct strat would be to do a quick transition to Void Rays, Colossus or Immortals, were Marauders are a pain in the early game before you get zealot charge and are better against all of the gateway units.

They are however weak against immortals and cant attack voidrays.

You just have to watch out if they have more marines in the terrain ball then you may even want to go to with Colossus because they will make quick work of marines and

a group of 6 marines will destroy a void ray easy.

sentries stalkers and immortals when microed right can do a nice counter use the sentries to block off the marauders and use a forcefield to weaken their strikes, then use your stalkers to do damage.

Immortals also have a bonus defense against marauders.

There was a youtube tutorial video about this exact setup.

The protoss demonstrated that skipping the early stalker/zealot, and going straight for colossi is a viable choice.

Your goal should be to get the first colossus out as soon as you can, while producing a single Sentry, and blocking your entrance with force field.

This requires you to be very very aware of the enemy troops, because he will try to stimpack his army and run up your ramp, and if he succeds, you are done.

You need to shut them out at the bottom of your ramp, anything above the lowest level will result in your enemy having vision on your buildings on the cliffs.

You need to get the sentry out early, so it has mana for more than one field.

While your first colossus is building, start producing Stalkers/Zealots.

Try to abuse the Colossus' ability to walk down cliffs, and get free shots at his army, Thermal Lance helps greatly with this.

I would recommend holding your own ramp with zealots, cannons and a sentry while you tech to a robotics facility.

If he is going with a barracks-heavy build, then you will need collossi and/or immortals.

Chronoboost zealots until you robo finishes, then chronoboost out an immortal.

The first immortal should help immensely in fending off marauder spam.

Question: In the early game, if the Terran player goes for marauders (with upgrade), what can a Protoss player do to effectively counter this? Zealots seem to be ineffective, and while stalkers are a little better, they still seem to die quickly to them.

How do I counter early marauders in PvT (Protoss versus Terran)?

The option would be a mix of zealots, sentries and stalkers.

A mix of unit types is necessary, namely zealots, sentries and stalkers, and quick transitions between void rays, colossus or immortals.

Users suggest a combination of units to carry out this strategy.


I found what I think is actually the best answer while browsing the Team Liquid forums:

The most efficient way is to select any 3 workers, right click on the gas, then immediately hit C (return cargo).

Workers that are holding minerals will drop off their minerals, and then proceed to gas.

Meanwhile, workers without minerals will head straight for the gas!

It depends on what you mean by "not lose minerals"

If you do it manually, you'll take about 2 seconds, and you can lose zero minerals.

If you don't do it manually, statistically, you'll have one who is walking to gather (A), one who is walking back with minerals in hand (B), and one who is in the middle of gathering (C).

(As they spend about a third of their time on each task) Option 1: If you're in the middle of the battle and need the absolute most amount of time you just have them all start going to the gas: (A) will not lose any minerals (B) will lose 5 minerals (the minerals in his hands at the time) (C) will "lose" (on average) 2.5 minerals.

(it isn't really "lost" because the next guy will get it, but you've lost the time it took for that worker to start, but not finish mining) Option 2:If you have a brief instant of reprieve, but need to get back on the battlefield, you can save 5 minerals from option 1, by sending (B) back to the base.

The quickest way to do that is by ordering "return with goods".

This is better then sending them all back to the base, because only the one with minerals will run back.

Immediately after issuing the "return with goods / return cargo" command, shift right click on the geyser, and that will queue a command to the geyser, which for the other two will be executed instantly.

This can be done in one instant, because the return with goods command can be issued by the keyboard hand, while the mouse hand will be moving to issue the command to the geyser.

Option 3

:If you have a little bit longer, select only those that are going back to mining, that way you lose no minerals at all, nor even time wasted mining.

It does depend on how urgent you need to get back to the battle, but if the battle is so important that it can't be delayed by a couple seconds, the gas can probably wait.

What I usually do is quickly grab the group that is nearest to the gas

, shift click the excess workers then shift click my 3 to the Nexus/Command Center/Hatchery then shift click to the gas.

This will tell them to drop off any minerals they have (no wasting) and then go mine gas. shift + click = queueing commands.

So you are telling the worker to finish mining -> drop off minerals -> mine gas

Usually, when your gas is depleted, naturally, you would have idle workers.

Here is what I do: On top of Mark's answer, if you have idle workers then you can press F1 to select an idle worker.

However, if you hold CTRL + F1 then it will select ALL idle workers.

So assuming you do not have any other idle workers, and when your gas is depleted then you can just press CTRL + F1 and select the 3 idle workers.

What I do is set the command center's rally point to the refinery and build 3 more.

I don't know if this counts as "sacrificing materials", but in my opinion, you can never have enough workers.

The easiest manual way to do it would be to just select three workers and get Ctrl+1-9 them.

This will then bind them to a key.

Quickly click on the nearest base to the workers, this will allow them to drop any minerals that they are carrying.

If your battling and cant watch them, when you see the "Workers not working" button appear on the left hand side of your screen press 1-9 depending on what HotKey you selected and then click on your refinery.

This would result in no loss in minerals, via them being dropped.

I usually just draw a small rectangle close to the command center/hatch/nexus and keep the mouse button down until there are at least workers 3 in it.

Then i quickly right-click on the cc/hatch/nexus in case they carried anything

and then i send them to the refinery.

If i got more than 3 (usually i don't, but sometimes i get a fourth worker)

then after sending all to the refinery i pick the excess workers in the selected units list and send them to work on the minerals again.

This takes roughly 1-3 seconds, depending on how many workers you have and how good you are at figuring out where the 3 workers will be easiest to capture.

It's easier and faster to rectangle-select more and remove the unnecessary ones than it's to select them one-by-one when they are moving.

Question: When my Refinery finishes in the heat of battle, I don't have time to manually find 3 workers that aren't holding any minerals.  What is the optimal way to transfer 3 workers from minerals to gas without sacrificing any minerals?

What's the most efficient way to transfer workers that are mining minerals to mine gas instead?

Select and 3 workers; right click on the gas and hit C. You are telling the worker to finish mining, drop off minerals and mine gas.

It seems the most efficient way is to select 3 workers, right click on the gas, then clock C to return cargo, after which they will mine gas.

Users recommend dropping off minerals before mining gas.


I managed to do it with just Marines, Medics, Marauders and Siege Tanks.

I put up two bunkers and four tanks at each ramp for defense, then built up my forces for the assault.

I attacked the base directly to the north.

The initial tactic is to place tanks in siege mode a little bit back from the protoss ramp so they are out of range of photon cannons.

Then run your MMM ball halfway up the ramp

so the tanks can start shooting down the cannons.

Meanwhile keep the drill hotkeyed so that it can assist in taking down archons, collossi, void rays, and anything that's doing damage.

Don't let your MMM ball run out of reach of your tanks.

When you've beaten back their initial defensive line you've got a foothold.

Move your tanks up and keep on pressing in.

Focus on taking down the pylons around unit producing buildings and keep your drill handy to zap the occasional pylon or counter-attacking heavy unit.

The real key to this strategy is you need to keep reinforcing.

Keep your barracks and factory hotkeyed and move the rally point to deliver troops near the front as you move from left to right across the map.

Before you've taken out the entire northern base you should have the achievement.

Good luck!

There are alternative strategies listed here : using ghosts on the cliffs and pick off buildings with the drill using floating buildings to allow siege tanks to fire on the high ground on the northern base, continue with infantry support

The key is to, expand, wait, get a huge army and then make sure you get a foothold up the north ramp.

Start by getting at least two tanks and one bunker with 2 marine 1 marauder per ramp.

Prioritize making SCVs.

When you have your initial defense up start expanding, move your south bunker down, pretty far back, the longer the tanks up on the cliff can fire on the enemy before reaching the bunker the better.

When you have your expansion up make an additional factory and two barracks (make some turrets so you don't have to worry about voidrays killing off tanks

bevause your marines are out of position).

From there just start massing units to the north.

Marines, marauders and tanks.

When the drill has gotten to the last 1/5th of the door it's time to move out.

Position your tanks in siege mode below the ramp.

Move up the ramp and start blasting.

Focus the drill on the colossi as they will eat up your infantry.

You need to keep making units and rally them to the ramp.

If you lose your foothold on the top of the ramp you will have to mass up units again.

Once you have settled in on the top of the ramp, start leapfrogging your tanks and blast any buildings and units with the drill.

Once you get rolling you will probably be able to take out every protoss building before the drill is even finished.

I did it with a few floating barracks for spotting, and the drill to take down the buildings.

Keep the floating buildings on high ground, so that they can't be seen from the ground and slowly move in and take everything you see out with the drill.

Target any air units first, and then everything that can shoot up.

Whenever nothing dangerous is around, take down other buildings.

I got 25 barracks, and floated over the protoss base with 37500 hit points at my leisure and shift-queued the laser to take out all the buildings I could see.

I ended up losing a lot of barracks, but I had such an absurd amount that it didn't matter.

I got the achievement with a safe but somewhat boring and slow strategy:

Turtle up with a boatload of siege tanks and missile turrets, and float a command center up to the northwest corner of the map to get vision on the Protoss buildings.

Use the cannon to pick off the buildings (and the defending units), stopping to take out the archons/immortals/colossi that gather outside your base when they appear.

Your tanks can handle zealots and stalkers, so don't waste cannon time on those.

The Protoss will continually rebuild the structures that you destroy, so you can probably just work your way back and forth in the top-left area of the map until you've blown up enough structures to unlock the achievement.

Try building two command centres, and bring one back to base for repairs when it gets heavily damaged.

When controlling the cannon, remember to use the Shift key to queue up multiple targets.

This will give you a few seconds to do other stuff around your base while you wait for the cannon.

When scouting structures with your CC, you can use the Hold Position ( H ) command to stop it from moving around when taking hits and losing vision on buildings at the edge of the fog of war.

I'm sure other methods will get the job done faster, but this strategy was very safe and not very difficult.

A key thing to remember with this sort of mission is that you can get the achievement even if you fail the mission .

So feel free to do an all-or-nothing blitz to kill their base, while doing only the minimum to secure your own.

Once you kill 50 buildings, you can restart it and finish it cleanly, or just restore to a save.

Question: The title pretty much sums it up. I am replaying some missions in Hard mode to complete achievements, and I am stuck with this one ( "The Dig"  mission in Hard mode).  I watched this video series:    . That strategy with Vikings seems nice, but I played this mission without unlocking Vikings first. Has anyone completed this achievement without Vikings and would have a nice strategy?

How can I complete the "Yippee-ki-yay..." achievement from "The Dig" mission in Starcraft 2 without Vikings?

Place tanks in siege mode, wait, get a huge army and then make sure you have a foothold up the north ramp.

There are three main tactics you can use, initially place tanks in siege mode behind the protoss ramp. Then expand, wait and get a huge army, mainly siege tanks and missile turrets.

Three tactics are put forward by users in answer to this question.


I know you will find another Oran Berry later in the game; I skipped the Miltank thing (it's not important for completing the game) and eventually came across another berry, though I don't remember exactly where.

You can get Blue Shards from smashing rocks, then trade with the Juggler in Violet City.

But probably the easiest way is to send a Pokemon to the Refreshing Field area on the Pokewalker.

Once you have 300 steps in one day, use the Dowsing Machine and there is a good chance you will obtain an Oran Berry.

Once you have one Oran Berry, transfer it back to your game, plant it in your Berry Pot, and water it regularly (about every 4 hours).

You should get several more, which you can replant again and again.

One more option: on Fridays, the Daily drawing corner has oran berries as a 3rd place prize.

Costs 300 per drawing, can be done as many times as you have the money for it and is an easy way to rack up oran berries for the moomoo farm ahead of time.

There are four ways to acquire Oran berries: 1.

Catch a Pokémon which carries Oran berries.

In HeartGold/SoulSilver, the following Pokémon have a 50% chance to carry an Oran Berry when encountered.

Capture them or use a Pokémon with the move Thief or Covet (while carrying no item) to take the berry:

Pikachu (Viridian Forest, rare) Furret (Route 1, rare) Linoone (Many routes, while listening to Hoenn Radio)

The following Pokémon have a 5% chance to carry the Oran Berry: Sentret (Route 29, Route 1) Zigzagoon

(In towers, while listening to Hoenn Radio) Bibarel, Pichu, and Raichu also carry the berry, but cannot be caught anywhere in HeartGold/SoulSilver.

Get the Berry Pots item from the flower shop in Goldenrod City.

The Berry Pots is a key item which allows you to plant berries and grow new ones.

Water them every four hours or more for best yield.

The Flower Shop is easy to miss, as Goldenrod is a big city.

Search all the back-streets until you find it.

Use the Pokéwalker.

If you unlocked the Yellow Forest route during the event, Pikachu caught on this route often carry Oran berries.

Otherwise, they are commonly found as items on the Refreshing Field route.

No other routes have the Oran berry.

Give blue shards to Juggler in Violet City.

Shards are acquired by using Rock Smash on rocks.

The Juggler in Violet City will give you one Oran berry for each blue shard.

The Pokéwalker routes Night Sky's Edge, Scary Cave and Warm Beach also carry blue shards as rare items.

Trade from another game.

Oran berries are easily grown in Pokémon Diamond/Platinum, and appear on wild Bibarel.

Trading online for any of the Pokémon listed above as carrying Oran berries might show up some carrying the berry.

Additionally, shards were easier to come by in those games.

It's pretty difficult to find specific berries in HeartGold and SoulSilver.

Take as many Oran Berries as you can (if you have none, exchange a Blue Shard to the Juggler in the Violet City Pokemon Centre) and plant them in your Berry Pot.

Keep planting until you have enough (which I believe is 10 berries ).

There is an Oran Berry at the Ruins of Alph at the room with the Kabuto Puzzle.

When you face the plaque at the end of the room, use the escape rope.

That will open the plaque and you can enter the other room which contains four items.

They are: Energy Powder, Heal Powder, Oran Berry, and Pecha Berry.

Just plant the Oran Berry in a berry pot.

Using pokewalker, Blue shards, Mom buying you stuff etc.

You receive Oran berries when you receive the berry pots after fighting Sudowoodo.

You can harvest more by using the berry pots.

One thing to keep in mind for the future is to never use your last berry.

Always farm more in the berry pots first.

An easy way to get one if you didn't do it already is going to the ruins of alph, there is a puzzle to be solved in a ruin right above the research center.

If you done the puzzle go to the wall behind it where there is something on the wall.

If you stand in front of it and use an escape rope you can get to a secret room.

There you'll find 4 pokeballs.

One of them contains an oran berry.

Then grow some more and you're done!

Question: How do I get more Oran Berries in Pokemon Heart Gold or Soul Silver to cure the Miltank above Olivine City from its illness?  I did not create more Oran berries in my berry pots and have run out of my initial batch.  Is there a Pokemon that might be holding it if I catch it?

How do I get more Oran berries in Pokemon Heart Gold or Soul Silver?

Go to the flower shop in Goldrenrod city, Violet City, the refreshing field or the ruins of Alph.

Therea are multiple ways to get them, including sending a pokemon to the refreshing field area, getting the berry pots item, giving blue shards to Juggler in Violet City, fighting Sudowoodo, going to the ruins of alph or simply cathcing a pokemon with one on it.

Users suggest multiple ways to get oran berries.


Learn your units Heir to the Throne is a fantastic campaign, allowing you try out a large range of units and play them on some very interesting maps.

Play on challenging, and play to win quickly.

Save and replay your favorite maps.

Multiplayer gives you practice with units.

Get familiar with several factions, with Loyalist, Rebel and Knalgan being most important in the campaigns.

Playing against two or three allied AIs on a small map such as Isar's Cross will give you excellent practice.

Read the MP guides closely: How to play Loyalists , How to play Rebels and How to play Knalgans .

Use low-level units effectively Don't just recall your toughest units, but make your level two and three units work in teams with lower-level units.

Letting new units soak up some damage for higher-level units can drastically reduce the mortality among the higher-level units.

Don't get too attached to your new units until they've got 20xp or so.

If you are lucky enough to be able to recruit elvish shamans, do so:

both healing +4 and a slow attack make them a fantastic support unit.

They do next to no damage, though, so they are hard work to level up.

The ultimate low-level unit is probably the horseman.

They're expensive, they have only charge, so attacking, e.g., an Orcish Warlord is highly likely to be suicide, but on some maps it gives you the ability to have four horsemen sweep halfway across the map and charge such a boss unit to death on the third turn.

I tend to use them with a "level-up quickly or die" attitude.

Recall vs. recruit

I like to build up an inventory of interesting units that might come in handy on this or that map.

But it's not always wise to spend all your gold recalling your favourite units

: you can be more aggressive with new units, because you don't mind losing them so much.

A nice thing about recruiting a lot of expensive units (horsemen, some drakes, gryphons), is that recall is cheaper than recruiting, and you can choose those with the most useful attributes (strength means up to six points more damage when attacking!), so it can be worth recruiting even if you are not sure that the unit will see much action.

it depends on the game you are playing.

if you are playing a long campaign, then

yeah, leveling up a small number of troops is better(but then when some reach their 'max' try to level up others as well).

if it is a short campaign, just do with a mass of expendables and focus on protecting your hero and leveling him/her up.

also if you need help on a certain level/campaign, here's (another) helpful link that you can use(some have spoilers but most of them hide it) http://wiki.wesnoth.org/Mainline_Campaigns

When I play, I focus on levelling a small number of troops.

A good tactic to level your lower-leveled characters is to weaken enemies with your stronger units, and then finish them off with your weaker units.

That depends on many factors.

If you only have little money available, you cannot recruit mass troops.

So you might be better off recalling a leveled-up unit.

If you have a lot of gold you have both options.

These options aren't exclusive.

Try to level up some important units - especially the loyal ones (as you don't have to pay upkeep for them) and recruit many other units as support.

Also you may want to level up healers, as they are very important (at least in my games).

I've had a much better experience with leveling up a small number of troops, so I prefer quality over quantity.

I used those elite troops as point-men (in the front), both because they are deadlier and more durable, and because they get more XP this way.

Also sometimes leveling up certain types of units can really make a big difference - e.g. healers, or units that get a lot of movement points.

Question: What basic tactics should I use in  Battle for Wesnoth  campaigns? Should I focus on leveling up a small number of troops, or should I aim for quantity instead of quality?  Or something else entirely?

Wesnoth tactics for beginner

Use low-level units effectively and play on challenging.

You should play on challenging and try to win quickly. A good idea is to use low-level units in teams with the tough ones.

Users suggest strategies with which to win on Wesnoth.


When playing on a small map, you should be careful and scout your starting location.

When you see a probe coming, try to kill it with two SCVs (micromanagement needed, you will have to round it up).

If it starts building a pylon, send about 5 SCVs to destroy it, since without the pylon all buildings are useless.

You should have at least one or two SCVs gathering minerals at all times and build more while getting rid of the rush.

Then build barracks asap and you should be fine.

So the strategy is like this: if you suspect a canon rush, scout your base once a probe comes in, send 2 SCVs to kill it, micromanage the hunt if the probe starts building a pylon, go for the pylon with more SCVs always have at least 2 SCVs gathering minerals and build more Build Barracks ASAP

pull your SCVs and kill the pylon.

it doesn't matter if you lose mineral production for a while because your opponent is wasting a ton of their production on buildings that you're destroying. try to keep building more scvs while you're dealing with them though. as long as you can keep your supply depot and barracks coming out roughly on time you should be fine.

If you notice the rush too late, unless they have blocked your ramp preventing your SCVs from leaving, you can also just lift off your buildings and go to your natural expansion and continue as normal.

Preferably with early aggression as they will have wasted so much money on

the cannon rush their base

will have little in it to stop you.

Didja know terran builings can lift off?

xDI just allow him to build come cannons and then just fly all my buildings to the next expansion.

Build reapers ASAP while he is building cannons to attack you, and destroy his probes and forge and nexus etc.

Then build some marines to support your reapers.

You've failed to take into account that the Protoss can just cancel their building and start a new one, so you wasted all that mining time (attacking with SCVs) whereas they only wasted 25 minerals.

Unless you are talking about attacking a building that is already fully built... in which case, is also a bad idea because he will probably be building cannons next to that completed pylon, and will have most likely walled you off (with other incomplete structures) from being able to actually attack it.

Attempting to actually kill a probe (with SCVs) that is doing circles around your base is a complete waste of time, takes about 2 minutes to finally kill it, meanwhile he will just bring another one to your base.

That said, at least 1 worker following the probe will at least force him to keep the probe on the move, somewhat limiting choices for placement.

My best defense so far has been good scouting, walling in most games, and dropping 1-2 bunkers as soon as I see the cannons going up.

You may also try to put workers in likely build places to physically block the Protoss player from walling off their cannons at your mineral line, but this takes some experience.

Kill the probe first!

A single probe can plop down more pylons/canons faster than your scvs can take them down.

Micro and kill the probe with 2 or 3 scv's.

My strategy against pre-emptively blocking a canon rush is that I build my first supply depot near the edges of my base (not my ramp).

This will allow me to see if anyone is build a pylon or a proxy'ed barrack.

Supply depots are bad choices as wall-ins for ramps anyways, since they have such low hp.

Question: On a small 1v1 map playing Protoss vs. Terran, if the Protoss player brings the probe to build a pylon and forge in a corner of the Terran base, what should the Terran player do?  It seems like the probe is so fast that sending all the SCVs to kill the pylon/probe would slow down mineral gathering.

How does a Terran player stop a cannon rush from Protoss?

Kill the probe first. If you suspect a canon rush, scout your base once a probe comes in and send 2 SCVs to kill it.

The definitive strategy is to kill the probe first, using two SCVs, then keep at least 2 SCVs gathering minerals and build barracks quickly.

Users propose strategies to stop the cannon rush from Protoss


For Starcraft II specifically there's actually an in-game option to disable windows key and/or alt-tab.

It's under "Gameplay" the 2nd and 3rd last options.

Also for SC2 if you set the graphics setting to "Windowed (Fullscreen)

" it will let you instant-alt-tab.

It says it may cause a drop in performance

but I personally haven't noticed it and the ability to alt-tab instantly is worth any small performance drop unless you're on a really low end system.

(I browse the web when searching for matches, and just have "Play in background" turned on for the sound so I can hear when one is found).

Microsoft Support Article KB216893

How to disable the keyboard Windows key Alternatively, you can use AutoHotkey to disable hotkeys globaly or selectively , based on the program that is currently active.

This should work for any program, and any key (combination) out there.

This certainly isn't a general answer, but some keyboards (usually the fairly expensive gaming keyboards, like the G15) have a physical switch that will disable the Windows key.

i prefer brute force to disable the window key, by pulling it out of the keyboard.

This may not be a very beautiful method, but its effective.

This approach should work for any game: Download AutoHotKey

Right click on the desktop or on a folder and choose New > AutoHotKey Script Right click the script and choose Edit Script Paste this at the end of the file: #IfWinActive ahk_class NotepadLwin::returnRwin::return#IfWinActive

This will suppress the start key when Notepad is open.

Now we need to find the actual window to target.

Launch AutoIt3 Window Spy which is installed with AutoHotKey

Open your game and look at ahk_class ___ and use that name in the script Now to make the script start automatically with Windows Select the script file and copy it

Right-click on the start button and select Open > Programs > Startup

Right-click in the folder and select Paste shortcut

AutoHotKey is an excellent tool, but if all you want to do is disable one key, it's clearly overkill.

Let me suggest an open-source application that I created: Disable Windows Keys

It very straightforward: open the app to disable the Windows keys, close it to restore them.

It's a native application, and therefore, has a minimal footprint.

Question: Trying to get rid of the 'press windows key in middle of game and it returns back to windows, and then I can't alt-tab back in for 15 seconds' problem.  Specifically, I'm playing SC2 on a 32-bit Windows7 computer.  I've looked at WinKeyKiller, but it appears not to be doing the job.  Is there no simple way to say 'disable the win, alt-tab, etc, keys when some process is running?'  Thanks!

How do I disable the windows key when in-game?

There is an in-game option to disable the windows key in Starcraft II.

The windows key can be disabled from the in-game options.


Okay, I've did some testing, and, it really doesn't matter much how you use it, as using a "pumping motion" (leaving a slight delay between each usage) or "pressing it as fast as you can" give both a direct boost to maximum speed, the item has a fixed usage time, and you can't double up on the boost.

HOWEVER, the most important thing, for efficient usage, is to always start your next boost before the speedboost effect of your previous boost has ended.

As a result, pressing it as fast as you can after 4 pump usages might give you the last boost closer to the end of the item, giving you a litle bit of extra distance, while still retaining the most control over your kart.

A final important thing to note is that unlike most other items, you can't pick up another item, while under the effects of the golden shroom.

I agree with George Stocker about using it to get through slower shortcuts, and also to knock around other racers.

However, my personal experience seems to suggest that giving it a bit of time in between presses of the [Z] button seems to help maximize the boost's effect.

Of note is one of the reasons why I think it does so: It makes it much easier to drive.

When you mash the [Z] button with the Golden Mushroom, the camera rapidly jerks in and out, generally having the effect of the player weaving all over the track.

Even if using the boost more slowly does slightly reduce overall speed (which I personally doubt)

it makes up for it by greatly increasing your ability to stay on the track.

Regardless, it still seems to work better with a delay even on a straight stretch of track.

It seems that when the boost is used, there is a short period of acceleration up to the maximum speed, and that boosting repeatedly incurs this acceleration period each time.

However, I cannot prove any of this, and it should best be viewed as a personal observation, and taken with a grain of salt.

If anyone can confirm this, please do so.

Hope

this helps! :]

Ideally you want to use it to get around a section of track that would normally slow you down; grass, the not-so-deep water, and gravel are just a few examples.

You also want to use it if you're a lighter weight character (toad, et.

al.)

against heavy-weights (Bowser, Wario).

As far as what is 'better'; it only lasts for a certain period of time whether you hit it once or 100-times, so I'd use it more quickly.

I think it is best to tap quickly.

If you go into single player mode and cycle the HUD using c - right you'll eventually come upon a speedometer display.

It is apparent that a boost is relatively short lived; it is ineffective long before the exhaust color returns to normal.

If you play around with it in SP you should eventually find a rhythm that maximizes control ease and speed.

We just did a lab with MK 64 in my physics class, and our data seemed to indicate that giving the boost just under a second and a half before boosting again yielded the best time consistently.

The best way to use it is to go really fast.

You can't be that picky considering the longer

you save it, the less other items you can acquire.

Also, saving items tends to become frustrating when an attack causes you to lose them, might as well have used it when you had the chance and move to the next item quickly!

Question: When you get an golden mushroom (the orange one) in Mario Kart 64, should you repeatedly press the Z button as quickly as possible, or should you delay it a bit in order to maximize the boost you get from the mushroom?

What's the most efficient usage of the golden mushroom in Mario Kart 64?

It doesn't matter how long you leave it. Pressing it as fast as you can might give you the last boost.

It does not really matter how it is used, however after 4 usages it may give the player some extra distance. If you are able to give the boost just under a second and a half, this yields the best results.

This user states that it does not really matter how it is used, however after 4 usages it may give the player some extra distance.

This user has tested the issue and presents the fact that giving the boost just under a second and a half, yields the best results.


Click where you want your transport to move too, and then while it's moving click on a unit to unload, this works for me.

I'm not sure if there is an automatic way of doing it or not.

I believe Viper_Sb's answer is correct for EXACTLY what you are asking for, but I believe this is worth mentioning: You can do something similar by ordering the transport to drop all units (D?) and then holding the shift key to queue up a move order.

The transport will move on as soon as it is empty.

EDIT

: See Raven Dreamer's comment on Viper_Sb's answer for more details.

He is faster at composing than I am!

Okay!

You can easily replicate this behavior either manually or with waypoints.

Manual Method:

Order the dropship to move somewhere.

When the medivac is above the desired location, click the unit's silhouette to unload them mid-flight.

The move order for the medivac won't be cancelled, but the unit will unload.

Waypoint Method:

Order the dropship to move where you want to unload the unit in question.

Shift-click on the unit's silhouette to queue an unload command.

Then shift-click another location to queue a second move order for your medivac.

This will result in your medivac moving, dropping the unit(s), and continuing to move all in a single, smooth action (i.e., no loss of speed due to deceleration).

You can also queue the "unload all" command this way, though that will cause the dropship to stop momentarily.

I came here for this exact question and as I mess around with the replies I have discovered an improvement on what has been offered.

By improvement

I mean less keystrokes and the method is very easy to transfer to multiple drops at once.

The trick is that instead of clicking on the silhouette of each unit you can simply click unload all and target the transport itself!!!

Additionally the waypointing already mentioned above can be used to queue the entire process up.

Will multiple transports

you just need to target all transports with the unload all action.

Here is an example, If we have 3 overlords full of roaches and want to drop them all in the enemies base, we would like to start dropping as soon as we cross into the enemy base and keep moving to drop the subsequent units further into the base.

The keystokes are as follows: Move, Shift + (d, Lclick@overlord1, Lclick@overlord2, Lclick@overlord3, Rclick, Rclick@ground)

Translated

this would tell your overlord to move into the edge of the enemy base, you then hold shift to queue your actions, d selects the "unload all" command and you have to left click all 3 overlords, followed by a right click to cancel the unload all cursor and

finally another right click on the ground where you wish your overlords to move to (further in the base).

I am going to go ladder and see how my opponent likes 3 perfectly executed drops going off all over their bases at once =

D.

It took me 2 years to understand it.

Basically, let's say you have 3 overlords.

You load up your units into the overlords.

You press D and hold D and select a place to move.

While holding D and overlords are moving, you click on an overlord.

At this time the overload automatically drops everything inside with 1 click.

So the trick is to hold the D button and make them move somewhere.

When you click on the overlord it will auto-unload, and you can change the direction of the path that the overlord is taking.

In summary, if you press D, you hold D, and if you click on an overlord it auto-unloads, if you click on the ground it moves there (and it drops everything if you click on the overlord itself).

gaming.stackexchange.com/users/46704/How to drop LIKE A BOSS

Question: I've seen players drop units from overlords/medivacs while the transport was still moving, but I can't figure out how to do that myself.   If I order the transport to unload all and then issue another move command, he stops unloading... what's the trick?

How do I drop units from overlords/medivacs while the transport is still moving?

Press D and hold it, and if you click on an overlord it auto-unloads.

There are two ways, one you can click on the unit to unload while its moving and two you can press and hold D and click on the ground in order for it to move there.

User suggests clicking on the unit to unload while its moving.

User suggestions pressing and holding D and clicking on the ground in order for it to move there.


It has been suggested that the many answers be combined into a single CW answer.

This is that answer.

Feel free to update with any additional information.

Advantages of Gateways: Rally point can be set.

Queuing of units is allowed.

This means you have more time to remember to train units, reducing downtime for some novice players.

It also means production of the next unit can begin immediately after the last one has finished.

Units can be canceled.

Units can be created using only hotkeys (no mouse clicks).

Units cannot be attacked until they are spawned and ready to attack (whereas units warping in can be attacked during the warp in period).

Advantages of Warpgates:

Units can be spawned quickly anywhere you have a pylon.

Queuing of units is not necessary -- you do not commit resources until moments before the unit is spawned.

Army composition can be decided at the last minute.

Cooldown period is incurred after the unit has been produced, which can be an advantage during a battle.

Cooldown period is shorter for warp gates, allowing you to train more units from warp gates than from gateways in the same amount of time.

Gateways can be rally-pointed.

With warpgates, you must click the exit location every time you create units.

You can queue them up and forget about them.

Handy if you're a beginner and have lots of resources.

gaming.stackexchange.com/users/2578/BlueRaja - Danny Pflughoeft

You used to be able to turn them back into gateways in between warp gate cooldowns to produce ~twice as many units.

This is no longer possible, as the conversion time back and forth was increased.

The only remaining advantage they have is that you can queue multiple units up at a gateway.

One that hasn't been mentioned is that you don't need pylons to create units at a gateway.

So if you're heading into enemy territory, want constant reinforcement, and don't want to mess with creating a pylon or flying around a warp prism, you can just waypoint your gateways to one of your units and have all your new units follow along as they're created.

Granted, that's a lot of ifs.

Besides the other answers, one minor advantage a gateway has over a warpgate is the enemy can't kill units being constructed by a gateway.

One advantage I can think of is to reinforce small or medium groups of harassing troops on the go.

Being that you can set the rally point once for all exiting units and queue up production, you could very well set up a small army of say 5 to 10 units with constant reinforcements to harass an isolated expansion with little or no defense.

I don't know though how I would fit this into a mid game scenario, since warp prism or proxy pylons would work far better in reinforcing 'on the go'.

Advantages of Gateways: Ability to queue units If they are bound to a hotkey, units can be created without mouse clicks Advantages of Warpgates: Ability to create units anywhere a pylon exists.

If someone backdoors you with a nydus worm, you can warp in units to deal with the threat.

If you have a forward pylon, you can instantly reinforce the front line.

I believe there is a 10 second cooldown advantage so you would gain 8 seconds there alone.

Now add the time it takes to walk across the map......

huge advantage on warp - micromanagement overhead though...!

Gateways let you CANCEL units.

I can't say how many times I accidentally warped in a ton of sentries instead of stalkers because of a bad keypress, and I couldn't cancel it.

Warpgates incur cooldown period after the unit has arrived, not before.

I don't think anyone mentioned it, but the cooldown on warp gates is a few seconds less then gateway build time for each unit.

This means, if you're optimal on your W usage, you can pump more units with a warpgate then you could for a normal gateway.

Once in a game I used the warp prism to deploy a smal force on the platform where my opponent had his starting base (without destroying the garbage layed out before the main entrance).

Before he realized that it is not-so-unreachable as he thought my five warp-gates released a nice army to overwhelm his base.

But for mass-production the normal gateways are more usable.

Question: In StarCraft2, Protoss can change their gateways into warp gates. However, I'm puzzled that they can be changed  back  into gateways.  Is there any advantage for gateways over warp gates ? What am I missing ?

Are there advantages for Protoss gateways over warp gates?

Gateways can be rally-pointed and can be queued up and forgotten about. There is also a 10 second cooldown advantage.

The main advantage is that you can queue units created in them, which are invulnerable at that time. You can also use them to reinforce other units or make rally points. Another advantage is the fact that they have a cool down advantage.

The ability to queue units is mentioned.

Reinforcement and invulnerability are also important advantages.


Most of the WiFi AP manufacturers also sell repeaters.

Plug one into an outlet halfway between your AP and your XBox, and, voila! See this .

Yes, to answer a comment, config is required to tell it which SSID to repeat.

Have you looked into PowerLine networking?

Assuming your router and XBox are on the same mains circuit in your house, then that should be able to get a wired connection between your rooms without having to mess about laying new wiring.

It's also generally better bandwidth and latency than a wireless solution (though not quite up with proper wired ethernet kit).

lots of companies do it these days, a quick Amazon listing for Powerline networking kit has a whole list of them.

I have the ASUS WL-330GE .

It can do several things, one of it is repeating/amplifying a wireless signal.

It works very good for me, although I do not use it as a simple repeater.

I am sharing WLAN with my neighbour and I use the router to make my own WLAN cell, using the WLAN coming from my neighbour.

All without cabling, all wireless.

Works great.

I recommend reading some about DIY methods and antennas.

If You already have the connection, but it's too weak

I bet this will help: http://www.freeantennas.com/projects/template2/index.html

Just print it out on a thicker paper, cut&fold and stick some tin-foil to it.

Costs nothing and works!

Or, if you don't want to spend a lot of money, you can try using an aluminium foil or building your own cantenna .

Question: I have an XBox in my living room and my wireless router is in another room.  I can't lay a line so I use the XBox with WiFi. Problem is I drop my connection semi-frequently (very annoying when watching NetFlix or playing an online game.)    I'm not sure what causes the issue but I'm wondering if a WiFi amplifier would help, so my questions:   Is a WiFi amplifier a fair bet solution? Do they work?  What's a good, affordable one?

How do I improve my Xbox wifi signal?

Try using a wired connection between rooms.

You could go the wired connection route and connect them together.

User recommends using a wired connection of the two.


"Blue smoke" sounds like the spell cleansing aura.

Check your mages to see if any of them have it active.

As mentioned in another answer, they likely cast the spell because someone in the party was injured.

However, my experience is that only the initial casting of the spell removes injuries, not the persistent "aura" effect which heals hit points.

So if you see the aura and are still injured, you need to turn off the aura, wait for the cooldown, then cast it again with your injured party member in range in order for it to remove the injury.

Blue smoke as in you have a spell active?

Can you post a screen shot?

If you're coughing blood use a injury kit to heal yourself and see if the smoke goes away.

IIRC

when you have certain spells active they aren't listed as under the modifiers as that's only for something that is physically affecting you i.e ice enabled, that should list there, but other spells, say spell might iirc won't.

Coughing blood is a modifier caused by an injury so it should not be related to the blue smoke.

Apply a heal kit to your party member who has the coughing blood modifier and that should cure it.

It sounds like a Spirit Healer (mage) who is casting cleansing aura , however be aware that Cleansing Aura will not remove an injury on the Spirit Healer themself While this mode is active, waves of healing and cleansing energy emanate from the caster, restoring health to all nearby allies every few seconds and curing the injuries of allies very close to the caster.

For more information on injuries such as coughing blood, click here

Note that if you use a lesser injury kit instead of a normal one it will get rid of other injuries so you might want to use more than one or use a greater injury kit unless he/she only has one injury.

And it might take a while before you have cleanse aura.

it is a bug that happens when a specific sustained talent(I don't remember the name of the sustained talent) remains active after a cut scene occurs at the end of the battle.

Just save , exit game and load, that solved my problem

You have two different problems: The blue smoke: fix using a templar's ability to Cleanse Area to make the smoke disappear (this will also cancel any other sustained mage abilities)

Coughing blood: use an injury kit.

Question: I just successfully defended Redcliffe in Dragon Age Origins as a Mage.  I noticed that there is some blue smoke surrounding me, but looking at my 'modifiers' the only thing I can see is 'coughing blood'.  Is the blue smoke a glitch or is there something which might cause it?

Blue smoke surrounding me in Dragon Age: Origins

The Blue smoke is the spall cleansing aura. It is a bug that happens when a sustained talent remains active. For coughing blood, use an injury kit.

While the issue could be  that it is a cleaning aura that can be fixed using the cleanse area ability, you could try using the Cleanse Area abiliy to fix. It could also be a bug you can fix be exiting and rejoining. As for the coughing blood, use an injury kit.

Users think it has to do with a spell cleansing aura and suggest using the cleanse area ability

User thinks it is a bug that can be fixed by exiting and rejoining

Coughing blood can be fixed by using an injury kit


No answer seems to get the full picture, so let's do a summary.

Here is what happens to your items after you die: Items can be picked up.

When you die, all the items in your inventory are dropped on ground.

Items on the ground are destroyed by explosions (creepers and TNT), lava and cactus.

Items float as of the recent Update Aquatic.

Water streams also move items.

Items on the ground get deleted after 5 minutes.

Items are affected by gravity and have no explosion resistance, health, etc.

which other blocks/objects have.

This means that even after they are dropped, a small explosion can kill all of them.

Items placed in a chest are stored infinitely until removed, or until the chest is destroyed.

The rules above then apply to the items dropped.

Chests cannot be destroyed by fire, lava, or water, but can be destroyed with explosions.

The rules listed above do not apply if the chunk is unloaded.

After you die, if you had any experience on you, you can retrieve a fraction of it.

Your inventory is scattered around your death spot, and will stay there for approximately 5 minutes.

Run for it!

When you die by Creeper-explosion the items in your inventory are destroyed.

If you die by any other means they are scattered and can be recovered.

To answer your three bullets: Is my inventory lost forever after death?

When you die all of your items scatter on the ground.

On respawn you can go and pick them back up

but they stay on the ground for a limited time.

Unfortunately, if they disappeared then they are gone forever.

You can take advantage of this while raiding a dungeon, just charge in with a sword and upon dying run back to the dungeon, pick up your sword, and try again.

Does storing items in chest help them persist after a respawn?

Items in a chest remain in-game forever, or as long as the chest persists.

So anything you have stored in a chest will be there after a respawn.

What happens to the contents of a chest if it is destroyed?

If a chest is destroyed its contents, and the chest block, will spill on the ground and can be picked up.

If it's an explosion that destroys the chest, some of the spill will be lost.

Chests are not affected by fire.

After you die, the contents of your inventory is lost.

Items placed in the world, such as in chests are safe and you can rest easy knowing they will not despawn unless the chest is destroyed (i.e. by Creeper explosion).

It is for this reason among others, that one of the first tasks suggested to every Minecraft player is to build themselves a small home, in which they can rest safely at night, and store any valuables not needed on a current expedition.

There is a small problem with all of these answers: they are slightly incorrect.

When you die, Lava and exploding creepers may destroy some or all of your items immediately.

The rest are scattered on the ground around you, and a five minute timer starts (even while you are on the death screen).

This timer counts down as long as the chunk the item is in remains loaded into memory.

For performance reasons, approximately a 20x20 block of chunks around the player are loaded into memory at one time (about 320x320 blocks, with you in the center).

If your bed/spawn is farther than 160 blocks away, then the timer on those fallen items pauses when you respawn, and it will not begin again until you get within 10 chunks and the area they are in is reloaded into memory.

In single player, this means that the items will almost certainly survive until you return, as long as you do not dally, regardless of how far away they are.

However, in multiplayer you are not the only person in the world...

having someone else in the same general area as your fallen items will cause the timer to continue to count down, even if you are very far away.

But this is only for items that are on your person (and thus fall on to the ground when you die); items in chests remain permanently across saves and deaths.

If the chest is destroyed they all fall on the ground around the chest, and the same 5 minute timer and rules about the chunk being loaded apply.

If a chest is destroyed by you mining it, the contents will fall on the ground as if you died.

(scattered on the ground)

Cactus, fire, and lava can destroy those items.

If you was blown up by TNT or Creepers

your inventory will be perfectly fine, for the explosion hits you and then your items come out.

Believe me, I've been through my fair share of explosions.

Hope this sets things straight.

Is my inventory lost forever after death?

Once you have died your items will be scatters around your death spot for 5 mins, but if you die in lava it will all be gone forever.

Does storing items in chest help persist them after a respawn?

Storing stuff in a chest is usually a wise idea, mainly if your going into uncharted areas, like caves.

You stuff will all be safe.

Note: Always try to stay near spawn point, so if you die you can run inside fast.

What happens to the contents of a chest if it is destroyed?

If a chest is destroyed all your stuff will be on the ground, in any case its kind of like dying, it will only stay for 5 mins.

If I am correct, chest can only be destroyed by you for TNT, and creepers.

Question: I've died a few times before reaching the point where I can get some action going; after each death I was unable to recover the contents of my inventory.   Is my inventory lost forever after death?  Does storing items in chest help persist them after a respawn?  What happens to the contents of a chest if it is destroyed?

What persists after a respawn in Minecraft?

The contents of your inventory are lost after you die. They stay around for 5 mins after and are then deleted.

Items stay on the ground after your death for 5 minutes, however they may be lost instantly according to some people.

This user suggests that the inventory is lost

The majority think that the items despawn after 5 minutes.


I have been correctly been able to run Bioshock on windows 7 platform.

I too had the same problem when I had installed it.

No sound.

Well I tried the following steps in that order and it worked for me: Step 1.

Just run the Direct X installer that came along with the DVD.

I know, we all probably have a later version already installed but for some games this step actually does work.

Don't ask me why.

I don't know. Step 2.

Update to patch 1.1. Step 3.

Use a no-dvd crack.

Since I have a laptop I usually prefer not to use the dvd drive to much unless there is no other option.

Well the game ran with this

so I didn't make any further changes.

Let me know if it works out for you.

Try enabling the so-called "Stereo mixing": (from http://forums.2kgames.com/forums/showpost.php?s=2ab258ea92a1bfbe6c783657b3633730&p=255517&postcount=1 ) To do this, browse to Start >

Control Panel > Sound (in classic view).

Once done switch to the Recording tab which will show the currently active inputs on your system (e.g. Line in, Microphone).

Right click in the clear space below these devices and select the option for Show disabled devices.

This should show an additional device called Stereo Mixing, right click on this device and select Enable.

I got it working by plugging in an extension cable into the front mic port on my case.

My soundcard detected that the mic was present.

After that the sound works.

I have no friggin' idea why this might affect anything.

I would still like someone to post a better solution though.

gaming.stackexchange.com/users/3629/Mr. Shiny and New 安宇

Plugging in a microphone into the front port has worked for me as well.

Windows 7 64 bit system.

Had no sound before plugging in the microphone, but now it works with microphone plugged in.

Try it!

I had my HDMI plugged into my TV, and I guess the two audio outputs started competing.

You need to right click audio manager, and then go click on audio devices.

Once there you should make sure only one is enabled.

This fixed my issue.

Adding an alternative that worked for me as the other answers don't quite work that good (for me): Enabling Stereo Mixing makes sound from my other programs and games sound weird (unclear and has echo).

I'd rather not plug in a mic just for BioShock.

What worked for me was: in BioShock.exe 's Properties > Compatibility tab, is to set it to 'Windows XP' compatibility mode.

I also set it to run as an administrator

but I'm not sure if it helps (I've had it enabled from the start):

Notes: Like OP, I am also using Windows 7, 64-bit. Setting it to 'Windows Vista' compatibility mode doesn't work for me.

Question: I just bought a new PC with Windows 7 Home Premium 64-bit. Everything is peachy except Bioshock: it has no sound after the game starts.  I've searched on Google but can't find a definitive answer; or else the definitive answer doesn't work.  I tried changing the configuration file to use a different sound output system.  I tried using compatibility mode.  Nothing seems to work. The game worked well for me on Vista.  Any suggestions?

Bioshock has no sound in Windows 7

gaming.stackexchange.com/users/3629/Mr. Shiny and New 安宇

Set the Properties to Windows XP compatibility mode. You can also run the Direct X installer that came with the DVD.

Among the things you can do are running the game in compatibility mode for Windows XP, running the DirectX installer that came with the game, updating the game or using a crack. Plugging in a microphone also fixed it for someone.

Users suggest some things to fix the issue

Users also suggest plugging in a microphone


If nothing else, you can be sure that if you pay attention and wait long enough, the game you so look forward to will be on sale eventually.

I have yet to buy a game on Steam without a significant discount.

I've had to wait quite a bit for some of them, but the vast majority will come on sale after a while.

It's common for them to discount GAME X in the run up/at the release of GAME X2.

So, for example, expect the Fallout 3 pack to get a price drop pretty soon because New Vegas is due in October.

Short answer: no.

Slightly longer answer: price cuts Noooooo, sales yes.ie the Summer sale (no way to tell what tho) or discounts on iD games during QuakeCon

Because the discounts and prices are negotiated with the publishers, you'd be better off trying to analyse on the publisher level rather than across Steam as a whole.

Additionally, because people would put off buying a game if they knew it was going to be discounted shortly, Steam will most likely purposefully avoid any such pattern (to ensure maximum revenue).

The summer sale and winter holiday sales are predictable and always offer insane/awesome sales.

Your best bet would to check Steam every week and see is on on sale for that week.

For example I picked up Borderlands and its first three expansions for $22 one random week.

I haven't seen a pattern on new games but, I have seen that Valve will reduce the price of the previous version of their own games (and some that they distribute) just before a sequel comes out.

They also tend to offer discounts/packages on holiday weekends.

This is mostly on independent games and retro packages.

Finally, they tend to offer free games when celebrating an event like the release of Portal when the Mac version of Steam was released.

In the later case they like to drop hints that something is coming but like to keep the details a surprise.

In addition to what others are saying, I've noticed independent games are often given discounts relatively shortly after their release (like a month or two), while big-publisher titles maintain their price for a longer time.

When a similar or better game of the same genre is about to launch, it will become very likely that the older game will get a discount.

Modern Warfare 2 got a 33% discount in the week of the launch of Medal of Honor.

bad, old, and boring games will get discounts :)

Usually it happened on Thursday, so people could buy them on Friday to play at weekend.

Often presales are cheaper, because people don't know how bad is game, so they buy it to try.

Another time is when most players stop playing multiplayer game, so making 50-70% discounts bring more people(and money) as servers are already working and there is capacity for players.

And one more case: when new game is almost released (e.g. civ5), then previous versions get discount, because almost nobody will buy them after release.

Question: From observation, can I expect that a game will get a permanent price cut (or a weekend special deal) X weeks after its launch, or after the sales dropped by Y percent or whatever other reason?

Are Steam price cuts predictable?

No. Summer and winter sales are predictable times. They will often discount the first game just before its sequel comes out.

Whereas price-cuts per se are probably not predictable, sales are. Furthermore, educated guesses can be made at the publisher level or around the release of successor games.

This user believes that they cannot be predicted.

Whereas price cuts cannot be predicted, sales can be.

Users suggest that these things happen at the publisher level.


Since I'm playing a lot on my notebook I'm sometimes forced (by various circumstances) to play on the touchpad.

While it is definitely possible and not as a pain as it might seem, it is a bit harder than using the mouse.

I found out that with some practice I was able to play against Hard AI quite well (won most of the time) and even the campaign is playable (most missions on Medium though, many Hard achievements are much harder to get when using the touchpad).

The key to success is to use the keyboard as much as possible.

Everything should be mapped to a group - units, workers, production buildings.

Use space to get to the action immediately when something happens.

With some training, you should be ok.

I wouldn't however attempt to play against people in 1v1 Quickmatch, especially if you are ranked gold or higher.

Obviously, it can be argued on, but I've yet to see someone playing on a touchpad with the same speed and accuracy he has on a mouse.

And considering the fact that Starcraft II is not the most slug-paced game around, it'll probably leave you a bit frustrated.

You could try getting used to a trackball, though. :)

I'm going to say no.

You can play single player, but once you hit the ladder and multiplayer, the mouse control, speed and accuracy will greatly affect what you can do and how you can compete at certain levels.

Short answer:

Your micro will be weak and your macro could technically take a hit as well.

Advantage: Playing with a touchpad could potentially help with your hotkeys and you will be in a good position when you do get a mouse.

I played it for a while using the Apple Magic Trackpad.

It was playable, but I did find that i was at a disadvantage in fast paced games.

Playing against the AI wasn't so bad though.

I think if Blizzard implemented some support for multi-touch gestures, it would make it much easier.

While it might be enjoyable, I sometimes play without a mouse on my laptop to force myself to use the keyboard more.

It's more of a practice exercise, as one of my weaknesses is macro-ing up my army while attacking.

It's really ineffective to mouse back to your base to produce units and then back to the attack.

Playing on the touchpad has made me a better keyboard user, which has improved my enjoyment when I actually do use a mouse.

Just switched to a mouse today, as I've been playing on a Macbook for the past couple of weeks.

I'm brand new to StarCraft

so I'd suck either way, but I do notice that because right clicking with the Macbook requires the command key, it's incredibly difficult to use hotkeys with the trackpad.

I probably won't ever go back, my APM increased by 20 just because I was able to use the hotkeys more efficiently with the mouse.

I have a mouse, a touchpad and a trackball, and I always use a combination of the trackball (if I need really accurate movement when microing something) and the touchpad (when I'm using the keyboard almost exclusively - when I'm macroing hard).

I just find it easier to play with a trackball than a mouse generally, and using the touchpad allows me to comfortably use all of the hotkeys at once.

Well, I use an MBP without a mouse and I do just fine-

but I haeve yet to attempt with one.

I don't feel frustrated with the trackpad speed or accuracy, but I would love some gesture controls.

Question: I would like to play with StarCraft 2 on my MacBook Pro but I often (bad habit) use my laptop sitting on the couch where Mouse is not an option.  Do you think I could be able to fully enjoy StarCraft just using the MBP touchpad?

Can I play and fully enjoy Starcraft 2 using a Touchpad and not a Mouse?

The touchpad is a disadvantage in fast-paced games in relation to a mouse.

While it is a moot point it seems, and it is playable, it is generally agreed upon that you will be at a disadvantage when playing with other people.

Users agree that players without a mouse are at a disadvantage compared to people with a mouse.


Using cobblestone, there is an "L" shape in the block looking at it from the top.

When the "L" is in the top left corner and right side up, then you are facing north.

Please refer to this awesome paint diagram.

Note: Once seen, can not be unseen.

Also works on netherrack.

In addition to what sjohnston said, clouds always move west.

Above ground, you can use the sun or moon to orient yourself.

They both rise in the east and set in the west.

Also, according to an answer here , you can punch the ground, and the pattern of cracks will always be oriented the same way relative to north.

Finally, there are third-party mapper programs that you can use to orient yourself (although I haven't used any and can't vouch for them).

Some players might consider this cheating, or at least unsporting.

A great trick is to use redstone ore.

When you place down the redstone, there is a cross shape on the block.

On two of the 4 arms, there are rectangle shapes.

When you orient yourself so that one of the rectangles is to the left and one is in the front, you're facing north.

Press F3 to get the debug menu, then look under the x, y, z coordinates and see the letter "f".

This gives you the direction you're facing (0 south, 1 west, 2 north, 3 east).

If you need more help then you can also go to the Minecraft wiki and look up anything you may need.

The current answers are excellent.

You could also try Zan's Minimap Mod , which works in both SSP and SMP.

However, since Minecraft 1.6 is releasing this week, and one of the new features is going to be a map, this mod may become obsolete very soon.

You can also set waypoints with it.

EDIT:

Since the maps of Minecraft 1.6 are virtually useless, I've just installed the new update for this mod, which now displays coloured wool as the appropriate colour, and as a bonus, no longer requires Modloader to install.

I'll also include a video of the mod in action.

There is a program called cartographer, and if you build an arrow on the ground and then load your map in cartographer, you can see what direction your arrow is pointing...

But if you know the direction of the sun moon and clouds, you can then orient yourself from there.

Consider building landmarks to keep yourself oriented quickly

This is an old question, but now you can easily see the direction you're facing in the F3 stats: Look for the field that says "Facing", on the left.

It will be north, south, east, or west.

If you have a few minecart tracks available, you can use the south-west rule to orient yourself.

There are two ways:

Orienting yourself using cross-intersections (and a minecart)

You need one minecart and at least 5 track pieces.

Lay out two cross-intersections (or lay out one, destroy, and lay out the second).

Then, put a minecart on it, push the minecart and watch the direction it moves when hitting the cross.

Look at this image from Minecraft wiki to understand what I mean.

Orienting yourself using T-intersections You need 4 track pieces.

The T-intersections also try to follow the south-west rule when they are laid out on the ground.

If they are unpowered (no button or redstone powering the T), the curve will try to point to south-west.

So, if you lay out two T-intersections, you can orient yourself.

Look at this image from Minecraft wiki to understand what I mean.

You can find East by keeping a sunflower handy.

When placed, sunflowers always face east.

A map can easily and precisely tell you which direction you're facing.

Craft a map, put paper around it until it's the largest size, and you can easily determine your direction at any time in a large area.

Question: In Minecraft, it's useful to know which way is north in order to determine how to manipulate mine cart tracks. Usually, people keep track of which way is north by placing torches on the northern walls of their mine shafts.  How can you initially determine which direction you are facing?  (Above ground)

How can I determine which direction I'm facing?

Using cobblestone, there is an "L" shape in the block. You can also use the sun or moon to orient yourself.

Therea are a variety of ways to tell which way you are facing, e.g. there is a marking looking north on cobblestone, or knowing that clouds always move west. Within the game, you can also use the sun and moon to orient yourself or craft a map.

Users suggest using a map or looking at the sun and moon

Users know that clouds always move west in the game