Units Fail to Complete orders after being Given or .take
Moderator: Moderators
Yeah. That's what I thought of too.Tobi wrote:TBH the right solution is sharing turns stuff off and erases queues (or possibly puts them on wait), and .take'ing doesn't touch command queues or on/off state at all.
But arguing with LordMatt in uppercase letters is so much more fun! I seriously can't see why you're playing Spring when you can do that

BUMP
Okay, I'm really sick and tired of any time I lose an ally to disconnection or desync and having to requeue all their stuff. If you just lost an ally it is totally ridiculous to suddenly have the huge additional micro burden of having to restart all their labs and cons. ALL UNITS SHOULD BE GIVEN IN THE EXACT SAME STATE THEY OTHER PLAYER HAD THEM, WITH THE EXACT SAME ORDERS NO EXCEPTIONS. There is no way, whatsoever that your ally is going to do you more damage by giving you units then the vast amount of micro time you burn as it is now.
PLEASE FIX THIS FOR THE NEXT VERSION FOR MY SANITY'S SAKE IF NOTHING ELSE.

Okay, I'm really sick and tired of any time I lose an ally to disconnection or desync and having to requeue all their stuff. If you just lost an ally it is totally ridiculous to suddenly have the huge additional micro burden of having to restart all their labs and cons. ALL UNITS SHOULD BE GIVEN IN THE EXACT SAME STATE THEY OTHER PLAYER HAD THEM, WITH THE EXACT SAME ORDERS NO EXCEPTIONS. There is no way, whatsoever that your ally is going to do you more damage by giving you units then the vast amount of micro time you burn as it is now.
PLEASE FIX THIS FOR THE NEXT VERSION FOR MY SANITY'S SAKE IF NOTHING ELSE.

Sweet! trepan is once again the man!trepan wrote:I've made the change so that allied unit transfers do not clear
the command queue, or deactivate units (ex: metal makers).
If someone wants the old behaviour, they can script it...

On the topic of giving to enemies, please name on instance when that is used for something other than an exploit (tonnes of metalmakers to drain e) or a ragequit ('fuck you I'm not going to give you the satisfaction of completing the game so here are all my units').
You can disable all unit sharing once the new lua script code is committed.
in LuaRules/main.lua (renamed it from luaMod)
You can also use the GetChatMsg(message, playerID) command in
LuaRules/main.lua to configure the setting in-game (if you script it that way).
in LuaRules/main.lua (renamed it from luaMod)
Code: Select all
function AllowUnitTransfer(unitID, unitDefID, oldTeam, newTeam, capture)
return (not capture)
end
LuaRules/main.lua to configure the setting in-game (if you script it that way).
As for giving units to the enemy:
Remember that sometimes when training with a player/new friend, you want to give them units to let them tinker with them and see what they're capable of. That's one instance right there.
Also, there is a certain mode of play that basically goes like this: You have two opposing players, and one "neutral" one. The neutral one can "sell" units to the two warring players. This is really quite fun, i've done it a bit, and especially for mods with 3 or more sides. It adds an interesting dimension to some types of LAN games as well.
Not to mention, FFAs may see the occasional unit swap in order as a form of diplomacy.
Speaking of which, when will we be able to address messages directly to Player 1 or Player 2, etc, in 'whisper' mode?
Remember that sometimes when training with a player/new friend, you want to give them units to let them tinker with them and see what they're capable of. That's one instance right there.
Also, there is a certain mode of play that basically goes like this: You have two opposing players, and one "neutral" one. The neutral one can "sell" units to the two warring players. This is really quite fun, i've done it a bit, and especially for mods with 3 or more sides. It adds an interesting dimension to some types of LAN games as well.
Not to mention, FFAs may see the occasional unit swap in order as a form of diplomacy.
Speaking of which, when will we be able to address messages directly to Player 1 or Player 2, etc, in 'whisper' mode?
So that Gnug tips #23 may return?ALL UNITS SHOULD BE GIVEN IN THE EXACT SAME STATE THEY OTHER PLAYER HAD THEM, WITH THE EXACT SAME ORDERS NO EXCEPTIONS.
So the new tactics to disrupt the player you're assaulting would be to have an ally give it a dozen windmills, one by one, in such a way that the player they're given to will have so many popup to acquit he'd be unable to play and repel the assault.How about a dialogue box pops up, saying "XYZ just gave you some shit, do you want it to be in the same on/off state as he had it?"
When I play newb in TA, sometimes, when I realise I have a huge army while my opponent has nothing, often I give my army to my opponent so we can still have fun blowing stuff up. Since such a newb wouldn't know how to operate the sharing interface, the units I give to him must be on, fire-at-will, etc.. and he mustn't have to touch anything to be able to receive them. In TA shared units are on hold fire, so I had to yell a couple time to turn them on fire at will.On the topic of giving to enemies, please name on instance when that is used for something other than an exploit (tonnes of metalmakers to drain e) or a ragequit ('fuck you I'm not going to give you the satisfaction of completing the game so here are all my units').
Anyway, not sure where is the right point between opening exploit for hard core players, and allowing smooth sharing for normal use.
Oh and want about allowing dual control, like shared comm, but only for certain units?
Way to miss entire point of all my posts in this thread. I don't think you should be able to give units to the enemy, but if that is allowed, its trivial to turn off and dequeue units only when given to the enemy, not to allies. There is absolutely no reason allied unit transfers should change what the units are doing at all, and that's why the code change was made already.zwzsg wrote:So that Gnug tips #23 may return?ALL UNITS SHOULD BE GIVEN IN THE EXACT SAME STATE THEY OTHER PLAYER HAD THEM, WITH THE EXACT SAME ORDERS NO EXCEPTIONS.