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more intelligent groups
Posted: 06 Mar 2007, 16:22
by 10053r
One of the best things about the OTA engine was how smart it was about groups. If you made a factory group 1, all the units it made were also group 1. Spring does this, and it is good. However, the REALLY smart thing that OTA did was that if you selected group 1 and there were units and factories that had built those units, only the units were selected. You only got the factory if there were only factories in the group.
Current behavior in Spring:
Build vehicle plant, make it group 1, build 10 jeffies, select group 1 ->
1 vehicle plant and 10 jeffies selected.
Better behavior from OTA:
Build vehicle plant, make it group 1, build 10 jeffies, select group 1 ->
10 jeffies selected.
Possible? Easy? Next release?
Posted: 06 Mar 2007, 16:32
by Bobcatben
and the side effect of the way taspring does it, is that you select the group, and tell them to attack something or move somewhere, and the factory is told to also.
and ota would select the factories, if there were no units in the group yet.
Posted: 06 Mar 2007, 21:07
by manored
Ctrl click on the factory?
Posted: 06 Mar 2007, 21:09
by Guessmyname
Takes longer?
Posted: 07 Mar 2007, 00:19
by manored
Yes, but unleash you are playing kernel panic on a 512x512 map I dont think you need that much speed...

Maybe make it that holding certain buttons while selecting a group would chose only one unit type? (like if you holded the kbots button while selecting your kbots group it would exclude the factory since it is not a kbot) It sounds more pratic for me. Maybe we could even make something to chose specific units... (like peewees from out a group of various kbots)
Posted: 07 Mar 2007, 00:29
by Bobcatben
just make it not select factories in the group when they're are units in it, if theres no units, then select the factories
Posted: 07 Mar 2007, 01:44
by manored
Bobcatben wrote:just make it not select factories in the group when they're are units in it, if theres no units, then select the factories
Some people may like that the factories are selected too and... why to think small if you can think big?

Posted: 07 Mar 2007, 01:57
by mehere101
Isn't this the kind of thing that LuaUI is supposed to alleviate?
Posted: 07 Mar 2007, 04:00
by trepan
LuaUI can do what is being asked, in at least two different ways

Posted: 07 Mar 2007, 08:05
by Dragon45
Just to clarify: That extra half-second can and will make a difference in serious online play, BA, XTA, etc. My personal workaround (until a LUAUI solution is created) is just mad micro :)
Posted: 07 Mar 2007, 09:37
by KDR_11k
You could bind a key that removes all factories from your selection. I do see a point in selecting the factory as well but optimally I'd prefer being able to assign different groups to the factory and its produce.
A useful function in Earth 2160 is that you can assign each build button to a group (which means you can e.g. automatically have all tanks in group 1 and all artillery in group 2 even while producing a batch of both) and set whether the units should go to the rally point or the group they were assigned to when built.
Posted: 07 Mar 2007, 15:47
by j5mello
really? guess i ve been enjoying the pretty graphics to much to notice

Posted: 07 Mar 2007, 16:39
by Bobcatben
man, once i got a video card good enough toplay earth 2160, it seemed like the stopped selling it, i cant find it anywhere...... back to the selection thing tho. what i did was i bound a key that selected all non transport aircraft with weapons, ctrl+x, since aircraft are hard to wrangle and ctrl+z them to get them all. i didnt make one for ground units cause they are slower and easier to catch, and theres so many different types i usualy have several groups of them.
Posted: 07 Mar 2007, 22:19
by manored
Dragon45 wrote:Just to clarify: That extra half-second can and will make a difference in serious online play, BA, XTA, etc. My personal workaround (until a LUAUI solution is created) is just mad micro :)
Only if you be nooby enough to let em enter your base...

Posted: 07 Mar 2007, 23:16
by Peet
manored wrote:Dragon45 wrote:Just to clarify: That extra half-second can and will make a difference in serious online play, BA, XTA, etc. My personal workaround (until a LUAUI solution is created) is just mad micro :)
Only if you be nooby enough to let em enter your base...

Yeah, if ur pro u maek dfens so they cant get in.
Posted: 07 Mar 2007, 23:19
by 1v0ry_k1ng
what has micro got to do with entering your base? someone entering your base generally happens when you lose, a result of having crap micro.
Posted: 08 Mar 2007, 00:23
by Dragon45
manored wrote:Dragon45 wrote:Just to clarify: That extra half-second can and will make a difference in serious online play, BA, XTA, etc. My personal workaround (until a LUAUI solution is created) is just mad micro :)
Only if you be nooby enough to let em enter your base...

Yeah man all the pros only micro their shit inside their base, outside its just like 'yo do whateva yo'
Posted: 08 Mar 2007, 16:32
by Radja
what about a key/script/whatever to exclude builders out of groups?
that way you:
add factory to group (g1)
create units
select group g1 (with the no-builders modifier enabled)
reassign combat units to a new group (g2)
new units will still be asigned to a group (g1) and your current group is ready to deploy (in g2)
now we need a free key for it
Posted: 08 Mar 2007, 17:47
by Neddie
I don't use groups, or indeed my keyboard for much other than scrolling. Why? Carpal Madness! Wait... should be a Kernel Madness variant...
Posted: 08 Mar 2007, 17:50
by Pxtl
My problem is that you lose some commands (like line-move) when you have a factory selected. This particularly hurts in Kernel Panic. Still, my preferred solution would be to just allow the line-move order and send the newly-built units to the middle of the line.