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Factory squads
Posted: 20 Jul 2006, 20:39
by Bobcatben
ok, you know how you can squad a factory.. and the units it produces will be on that squad as well, well in taspring, when you select the squad , it selects the units and the factory(s) which then means you cant give the squad any orders besides move guard and patrol, which makes it cumbersome to automatically produce units on a squad. in original ta if you selected a squad that had factorys but no units on it, it would select the factory's, but if the squad had even 1 unit, it would select only the units, not the factory's, even tho they remained on the squad.
Posted: 20 Jul 2006, 20:42
by AF
really? I remember using that to issue commands to factorys to build more of a unit type in OTA
Posted: 20 Jul 2006, 20:46
by NOiZE
Yeah someone patch that, it was a great feature!
Posted: 20 Jul 2006, 21:43
by Bobcatben
i dont mean just selecting multiple, i mean the squads, and i went and tested it a few minutes ago in normal ta
Posted: 20 Jul 2006, 23:25
by TechnoTone
+1
Posted: 20 Jul 2006, 23:39
by Snipawolf
+1 for sure

Posted: 21 Jul 2006, 05:38
by ILMTitan
1. I really like the fact that giving a command to a group gives the command to the factory as well. It means that my reinforcements are always on the way.
2. I agree that it is annoying when the context attack command does not come up because the factory is in the group. Other commands can be given manually. IIRC, though, the context attack command always works with combat units in the group in the SVN.
3. Selecting a group on TA did not select the factory, and giving context commands with a factory selected did not affect the factory, although giving explicit commands did.
Posted: 21 Jul 2006, 16:12
by Monolith
You can just use the Selection Editor to set up a hotkey that removes buildings from the current selection.
Posted: 21 Jul 2006, 20:18
by Soulless1
Monolith wrote:You can just use the Selection Editor to set up a hotkey that removes buildings from the current selection.
yeah, but it'd be better (and I suggested this a while ago, getting a lot of 'someone write a patch' replies) if the default group select automatically didn't select buildings in a group (unless the group had only buildings) and then an alternative select (say, the OTA-style 'Alt + number' selection) included the buildings.
That way, if you just want to move the group around, you'd just press the number. If you wanted to move the group and have the building waypoint move with them, you'd select with Alt-number. Simple enough, right?
Posted: 21 Jul 2006, 21:08
by KDR_11k
Why not just have it display all orders at least one of the selected units can execute and assign them only to the units that can do them?
Posted: 21 Jul 2006, 21:20
by AF
This could be done with a groupAI
Posted: 21 Jul 2006, 23:52
by Lindir The Green
but, unless the groupai were automatically assigned to all factories, it would be a big pain.
Posted: 22 Jul 2006, 01:02
by AF
No, you'd just assign it to the factory like you would a group, then when it builds, anything it builds is autoadded to the groupAI by spring.
Posted: 22 Jul 2006, 02:25
by Acidd_UK
How would you define the factory group num and the units group num? Maybe use the numer to toggle between factory and units? So 1 selects the units group and (e.g.) alt-1 is used to get the factory in the group?
Posted: 22 Jul 2006, 03:43
by AF
I think either double or tripple clicking on a unit in a group selects the entire group so no need, that or clicking on it and pressing the select group command.
Posted: 22 Jul 2006, 07:38
by KDR_11k
Of course that would mean you couldn't assign any other groupAIs to them.
Posted: 22 Jul 2006, 08:38
by AF
At the moment there arent any others that would be affected, unless your troops where also metalmakers
Posted: 22 Jul 2006, 21:45
by KDR_11k
Isn't there a hold formation groupAI?
Posted: 22 Jul 2006, 21:47
by AF
Yes but it isnt as good as the line dragging feature of spring