suggestion for a group selection change mimic OTA style

suggestion for a group selection change mimic OTA style

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Iklash222
Posts: 36
Joined: 01 Mar 2005, 14:35

suggestion for a group selection change mimic OTA style

Post by Iklash222 »

when a group is selected by nr that includes a factory, that it WONT ALTER the DESTINATION FROM FACTORY to where you send the troops

AS IS NOW you need to DESELECT all FACTORIES to be able to send the troops without changing the "gathering area" for newly built units.

if you find a reson for it to stay ingame, I suggest you put that on a "shift-nr" selection. that it would select only the factories so you can alter the "gathering area" of that group.
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Lindir The Green
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Post by Lindir The Green »

This should not be changed from the current way.

When I select a group, I want to select everything in that group. And I want to be able to control everything in that group.

Also, I always want my troop staging area to be where I am currently launching an attack, which is where I am telling my battle group to move.
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Min3mat
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Post by Min3mat »

he's right.
right clicking the ground should issue a move order to the units only.
a 'move' order selected from the interface should make both the units move and the rallypoint.
however ONLY if you can keep the right clicking with factories only selected making the rallypoint change!
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Zenka
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Post by Zenka »

Good idea min!

Sometimes, if you accidently selected a wind gen along your con units, some commands don't work, becouse the windgen cannot do anything else then spinning. This leads to frustration.
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

That really bugs me too. I liked it better the OTA way, where you could give a factory a group number, and when you commanded that group later, you wouldn't screw up your factory exit movement(s). Disabling right-click as an (movement-oriented) order-giver for buildings would be nice.
Iklash222
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Joined: 01 Mar 2005, 14:35

Post by Iklash222 »

i disagree, ex when i build up an airforce i need x nr of them to be of any use.

I wait for say 10ish to be built and use the nr to gain controll and issue them orders.... <your idea is now all further built air is going there>


if i then select say a ground based group in an other area of the map

<this would result in> all my Air would go to last attack area, QUITE POSSILBY an area I don't CONTROL 1 by 1 as they are built and to boot they WILL LAND since they dont automatically go to PATROLL MODE
IE BEEING A TOTAL WASTE.

<by your idea of fun, you would be needing> TO AVOID ALL THIS, need to visit a back in base area and issue a new "gathering area"...

--------------------------------
My idea would let you:

-Use the air from "safe gathering area" to do a strike

-all further built units would stay in my controled space, would increase
their numbers safely to be a force to be reconed with (not wasting it
traveling into a possibly hastely choosen and most surely a hostile area)

-If I want to change the factory "gathering area" I do so myself 1 by 1.
<here I suggest a change so you can get the factories only by doing a shift+nr click, to easy adjust the "gathering areas" especially since you change those once in a blue moon compared to issueing "go here/attack there" commands to units in groups>

In OTA you allways only took them units in group never buildings, you allways had to yourself select the factory and SPECIFICALLY choose the "gathering area".



In my suggestion, I can issue orders and change inbetween groups to handle places all over map. Giving a shift+nr a choice to alter "gathering points" for all factories grouped.

In respects to you wanting to keep it, having eachtime when deselecting a group be sure so you didnt alter the "gathering point" through an enemy area. Letting your troops go solo an be wasted one by one.

See what I mean?

Zenka:
Sometimes, if you accidently selected a wind gen along your con units, some commands don't work, becouse the windgen cannot do anything else then spinning. This leads to frustration.
I forgot to mention that, if you got attack units let them attack even thou theres a non combat unit in group.
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smoth
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Re: suggestion for a group selection change mimic OTA style

Post by smoth »

Iklash222, yeah, I hate that to. I want my units to move not my pileup location to.
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Lindir The Green
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Post by Lindir The Green »

Well, min3mat's way would work.

But I can't see why anybody would want their units to move to a staging area, and THEN to the opponent's base...
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Min3mat
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Post by Min3mat »

i'm sorry to repost but
Min3mat wrote: he's right.
right clicking the ground should issue a move order to the units only.
a 'move' order selected from the interface should make both the units move and the rallypoint.
however ONLY if you can keep the right clicking with factories only selected making the rallypoint change!
this would be the best way to do things, all the posts since i posted that are just... O,o (no offense...well not much anyway)

Another GUI thing i would like is the
attack with repeat on to attack that point continously
units to cycle through 'attack ground' options (especially with repeat on). just like OTA making microing your berthas easier!
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AF
AI Developer
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Post by AF »

huh? I thought a unit attacking ground did so repeatedly already? I was testing ETA AI and had a goliath firing at the ground and it did so repeatedly until it ran out of energy then started again when it got enough to fire, or unless I gave ti an order...
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Soulless1
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Post by Soulless1 »

he means he wants the unit to fire one burst at each ground attack location, and then switch to the next...putting the first one to the back of the queue using repeat


this is as opposed to the current system, where a unit told to attack several points in a queue will just shoot the first point forever :P
Iklash222
Posts: 36
Joined: 01 Mar 2005, 14:35

Post by Iklash222 »

Soulless1 wrote:he means he wants the unit to fire one burst at each ground attack location, and then switch to the next...putting the first one to the back of the queue using repeat


this is as opposed to the current system, where a unit told to attack several points in a queue will just shoot the first point forever :P
You must be talkin about something else !?!?!?!

This thread is about giving groups commands to move, WITOUT setting new "gathering point/area" for the factories (the place where newly built units walk to, while they await your command or standard patrol scheme)

Now when you click group X and do "a move order to Y" it doesnt just say move troops in group X to Y. It alls say's FACOTORY's in GROUP X LET ALL NEW PROCUCED TROOPS GO TO LOCATION Y. <---------------------- This wasnt in OTA

This means now you have to reissue a proper FACTORY "GATERHING AREA" so your newly built troops dont wander off into say middle of enemy territory one by one and be slaughtered. Since mostly you want to amass a few units to a proper strike force to attack with.
OR
HAVE TO AFTER SELECTING GROUP X BEFORE ISSUING ORDERS DESELECT ALL FACTORIES IN GROUP MANUALLY. Also as mentioned if you got accidently a non fighting unit you cant issue attack untill you remove it.


Suggestion is remove issuing of "gathering area" from the simple select group, either use shift+click for setting FACTORY default for "gathering area"/patroll for new troops that will come into the group...

combined perhaps with:
clicking the "'move' order interface button as Min3mat suggested.
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Min3mat
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Post by Min3mat »

Now when you click group X and do "a move order to Y" it doesnt just say move troops in group X to Y. It alls say's FACOTORY's in GROUP X LET ALL NEW PROCUCED TROOPS GO TO LOCATION Y. <---------------------- This wasnt in OTA
in OTA:
when you give a left click (equivalent of springs right click) move order it doesnt move teh factories waypoint.
when you give a 'move' command as per the UI interfacey thing it tells BOTH the units AND the FACTORIES to go there.
As of one of the patches IIRC

and look at my post. it is not to be 'coupled' with your idea.
It is a alternative. A easy alternative. It is how it was in OTA. It makes sense. Its intuitive
right clicking in spring gives the unit/building its general function, examples

Unit->Unit Guard
Con->Damaged Building Repair
Con->Building with full health Guard
Factory->Ground Rallypoint

It makes sense.
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Caydr
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Post by Caydr »

A really good idea. If not this, then at least clean up the code a bit so that accidentally selecting structures doesn't make the whole command get ignored, like the guy was mentioning with the windmills.
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Soulless1
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Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

idea for a simpler fix for now:

when selecting a group (say, group 2)

-pressing 2 selects all non-building units in the group (unless the group is ONLY buildings)

-pressing alt-2 (old TA style) selects everything in the group

then you just give the orders...sorted, right? :-)
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

now someone make a patch
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Soulless1 wrote:idea for a simpler fix for now:

when selecting a group (say, group 2)

-pressing 2 selects all non-building units in the group (unless the group is ONLY buildings)

-pressing alt-2 (old TA style) selects everything in the group

then you just give the orders...sorted, right? :-)
Best post in this thread.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i don't see what makes my suggestion either bad or hard to implement :\
esteroth12
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Post by esteroth12 »

NOiZE wrote:now someone make a patch
+1
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Min3mat wrote:i don't see what makes my suggestion either bad or hard to implement :\
Well, I just took a couple minutes and re-read it and it's okay too.

However, I like Soulless' better.

Let's leave difficulty of implementation to the developers.
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