I always use Alt+Move, and would be a bit bummed if it was changed. What if Ctrl+Move was used for the WC-style attack-move command?
Alt+Ctrl+Move would of course be both of those together.
Changes to Patrol, Addition of Attack-Move command
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Ctrl+Move is already "move and maintain formation" command. Darn it. I didn't realise anyone used alt+move. I'm out of ideas then.FizWizz wrote:I always use Alt+Move, and would be a bit bummed if it was changed. What if Ctrl+Move was used for the WC-style attack-move command?
Alt+Ctrl+Move would of course be both of those together.
It's only used on aircraft atm and is kind of only half-done really, since it's mixed in with an area bombardment function.
I'd much rather it worked the same way as the other area commands (eg repair, load, ressurect etc) - ie if there are no valid targets within the radius, the unit completes the action and moves on to the next in the queue (though of course you could use it with repeat in the same way as those other commands), rather than just picking a random point on the ground and pounding it ad infinatum.
If this was fixed/changed, then it would be useful for not only aircraft, but pretty much all unit types.
Also, as far as the attack-move idea, I think ctrl-attack (or some variant thereof) would work just fine
I'd much rather it worked the same way as the other area commands (eg repair, load, ressurect etc) - ie if there are no valid targets within the radius, the unit completes the action and moves on to the next in the queue (though of course you could use it with repeat in the same way as those other commands), rather than just picking a random point on the ground and pounding it ad infinatum.
If this was fixed/changed, then it would be useful for not only aircraft, but pretty much all unit types.
Also, as far as the attack-move idea, I think ctrl-attack (or some variant thereof) would work just fine

oh i really hate when you force fire on a spot.. and strangelly the unit ends moving to that point.
for example, you tell a sniper to force fire on a toaster ghost, .... but the sniper decides he must go check personally the exact pixel you ordered him to fire to, thus the toaster kill its.
you come back and your sniper is dead metal.
happens a lot.
yay gogo ILMTitan!
for example, you tell a sniper to force fire on a toaster ghost, .... but the sniper decides he must go check personally the exact pixel you ordered him to fire to, thus the toaster kill its.
you come back and your sniper is dead metal.
happens a lot.
yay gogo ILMTitan!
So, when patrolling, and most noticeably when patrolling a builder at an edge of a large forest, units can get constantly aggro'd until they are on the opposite side of the map as the patrol route. This is because it gives an attack/reclaim/whatever command, which when complete just returns to the patrol command, at which point it can be issued a new command.
If attack->patrol is replaced with attack->move(to where attack was given)->patrol, this can be avoided, but I could see problems with this method causing traffic jams in a crowded battle. Is this something I should do?
P.S. I always envisioned "Fight" to have a hot key like patrol, such as 'F' or 'G', although iirc, F is for fire state right now.
If attack->patrol is replaced with attack->move(to where attack was given)->patrol, this can be avoided, but I could see problems with this method causing traffic jams in a crowded battle. Is this something I should do?
P.S. I always envisioned "Fight" to have a hot key like patrol, such as 'F' or 'G', although iirc, F is for fire state right now.
Patch is complete. Submitted in this bug report.
Triple Post!!!! (Ten days of separation though, so I hope I'm forgiven).
After a little searching, I figured out how to add it too the gui. It was a whole lot easier than I expected. Anyway, I'm going to change that, and a few minor tweaks with my rotating patch.
My only concern is number of commands units like the commander now have.
After a little searching, I figured out how to add it too the gui. It was a whole lot easier than I expected. Anyway, I'm going to change that, and a few minor tweaks with my rotating patch.
My only concern is number of commands units like the commander now have.