Return of the +attackall command

Return of the +attackall command

Requests for features in the spring code.

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Reese Kaine
Posts: 2
Joined: 31 Jul 2007, 08:55

Return of the +attackall command

Post by Reese Kaine »

Like in the old game, you turn that "cheat" on, and all of your attack units will fire at anything that is your enemy (Construction bots, resource buildings, etc).

Personally, I wouldn't mind a command that lets your selected units go on its own to look for enemy units.

(I apologize if this was already requested. I only went about ten pages down, and didn't see it. Searches turned up nil, too)
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Your units already fire at anything that belongs to the enemy.
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theHive
Posts: 124
Joined: 13 May 2007, 06:54

Re: Return of the +attackall command

Post by theHive »

Reese Kaine wrote:Personally, I wouldn't mind a command that lets your selected units go on its own to look for enemy units.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

roam
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

I think he means 'search and destroy' style
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Personally, I'd appreciate it if units would attack whatever is armed first, then whatever isn't. It's lame when you're attacking a base, and your soldiers all die because they attack the hangars, or whatever, instead of the minigun turrets that are slaughtering them. But, meh, what's a zombeh to do?
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

because, you know, its too much effort to select a group of units, put them on roam, and give them a cue of random patrol orders around the map
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Argh wrote:Personally, I'd appreciate it if units would attack whatever is armed first, then whatever isn't. It's lame when you're attacking a base, and your soldiers all die because they attack the hangars, or whatever, instead of the minigun turrets that are slaughtering them.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

smoth wrote:
Argh wrote:Personally, I'd appreciate it if units would attack whatever is armed first, then whatever isn't. It's lame when you're attacking a base, and your soldiers all die because they attack the hangars, or whatever, instead of the minigun turrets that are slaughtering them.
Use BadTargetCategory=UNARMED or something.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

AF wrote:roam
Roam means they'll pursue anywhere, not that they'll wander. Warlords: Battlecry had an option beyond "Roam" called "Rampage" which I think is what he wants. Basically, automatically queueing up "fight" orders in random directions. Probably something best implemented as a unitAI or something, since the parameters for distance for each sequential movement would be tricky to figure.
Reese Kaine
Posts: 2
Joined: 31 Jul 2007, 08:55

Post by Reese Kaine »

Unfortunately, area attack doesn't help me much with certain units. I haven't tried with all of the available units yet, but I know that the gunships just sit down when given the order.

I like the idea of an attack priority, maybe that could be set in the options menu where you can automatically attack defensive turrets first, then combat units, then construction units, then resource collectors last.

My gripe is that my units simply will not fire on construction units, even if they are in range of my base, building laser towers.



Great, now I'm wondering if this belonged more in the bugs forum. :-P
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