A widget that made it possible to execute different command scripts with units.
One would be able to record a command sequence, which is stored.
A recorded command could be assigned to any unit. When the widget runs it gives the unit the order, and waits x amount of time, after which it executes the next command script.
This would allow much nice custom automation, like making in CA a gravitybeam cannon, that automatically fires units as they exit the factory and run to ramp.
command cycle widget
Moderator: Moderators
Re: command cycle widget
there is a widget for storing and copiing commands (copy queue or something like that, dunno if its still working with 0.84)
Re: command cycle widget
CopyQueuePasta does not save the copied queue beyond whatever game it was copied in. (In short as soon as the game ends all copied queues are deleted)
Or unless I don't understand buffer properly then im wrong (says queues are saved in the buffer).
Software cannot be intelligent enough to make the complex decisions the human mind can make while affected by all variables.
Since in the end software will have to abide by a set of categories/filters which would have to be made by a human to decide on what to do at a certain moment and according to the present variables.
It is also not possible for a human to predict every absolute possible outcome in a game like this one since there are complex variables here too
like positions of units, Skirmish outcomes, start positions, the people who are playing, playing styles, strategies, etc. These all vary from game to game, none being exactly the same.
The above would explain why an EFFECTIVE widget for this idea would never be possible.
Of course an ineffective widget would be possible but its versatility and intelligence in certain situations would be limited which is why I consider such a thing as "ineffective".
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In the end there is always the argument that there may as well be an AI to play for you, and that if everyone had an AI to play no one would find the game fun. Then also an experienced player would be able to overcome all of the AI's and pretty much win every game.
Or unless I don't understand buffer properly then im wrong (says queues are saved in the buffer).
Software cannot be intelligent enough to make the complex decisions the human mind can make while affected by all variables.
Since in the end software will have to abide by a set of categories/filters which would have to be made by a human to decide on what to do at a certain moment and according to the present variables.
It is also not possible for a human to predict every absolute possible outcome in a game like this one since there are complex variables here too
like positions of units, Skirmish outcomes, start positions, the people who are playing, playing styles, strategies, etc. These all vary from game to game, none being exactly the same.
The above would explain why an EFFECTIVE widget for this idea would never be possible.
Of course an ineffective widget would be possible but its versatility and intelligence in certain situations would be limited which is why I consider such a thing as "ineffective".
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In the end there is always the argument that there may as well be an AI to play for you, and that if everyone had an AI to play no one would find the game fun. Then also an experienced player would be able to overcome all of the AI's and pretty much win every game.