Forged Alliance Forever Forged Alliance Forever Forums 2020-03-01T22:34:32+02:00 /feed.php?f=42&t=18095 2020-03-01T22:34:32+02:00 2020-03-01T22:34:32+02:00 /viewtopic.php?t=18095&p=182357#p182357 <![CDATA[Re: Add units to queue that are not repeated]]>
it´s definetively a thing in PA and openRA

Statistics: Posted by MrTBSC — 01 Mar 2020, 22:34


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2020-02-26T12:40:10+02:00 2020-02-26T12:40:10+02:00 /viewtopic.php?t=18095&p=182306#p182306 <![CDATA[Re: Add units to queue that are not repeated]]>
My idea on this, if it would it be somehow possible, is to have instead of the repeat button some form of repeat separator inside the queue, like:
unit1, unit2, unit3, repeat-separator, unit4, unit5, unit6
so units 1-3 get built once, units 4-6 on endless loop. by dragging units before or after the repeat-separator, you could then decide whether it is a one-time-build or not.

Statistics: Posted by estraNicole — 26 Feb 2020, 12:40


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2019-11-02T06:00:35+02:00 2019-11-02T06:00:35+02:00 /viewtopic.php?t=18095&p=179383#p179383 <![CDATA[Re: Add units to queue that are not repeated]]>
C-Star wrote:
Already done in UI Party: i dont get how this is solved there..


yeah you are correct, ui party does not solve this

Statistics: Posted by nine2 — 02 Nov 2019, 06:00


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2019-10-12T06:44:43+02:00 2019-10-12T06:44:43+02:00 /viewtopic.php?t=18095&p=178878#p178878 <![CDATA[Re: Add units to queue that are not repeated]]>
Quant wrote:
In zerok, if you hold alt while building a unit, it will only get built once and get put next in queue. Rest of infinite queue stuff just stays and resumes after the single-time queue finishes.

Possible to implement in FAF?

That could possibly require engine changes, which are either super hard or impossible to make

Statistics: Posted by UnorthodoxBox — 12 Oct 2019, 06:44


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2019-10-07T16:24:56+02:00 2019-10-07T16:24:56+02:00 /viewtopic.php?t=18095&p=178777#p178777 <![CDATA[Re: Add units to queue that are not repeated]]>
Possible to implement in FAF?

Statistics: Posted by Quant — 07 Oct 2019, 16:24


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2019-10-04T10:27:33+02:00 2019-10-04T10:27:33+02:00 /viewtopic.php?t=18095&p=178703#p178703 <![CDATA[Re: Add units to queue that are not repeated]]>
Morax wrote:
Already done in UI Party:

viewtopic.php?f=41&t=9776&hilit=ui+party


i dont get how this is solved there.. :oops: only thing is, that facs are on auto-repeat always, but that does not adress the problem of one-time-units.

what do i miss? :?:

Statistics: Posted by C-Star — 04 Oct 2019, 10:27


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2019-10-04T02:51:17+02:00 2019-10-04T02:51:17+02:00 /viewtopic.php?t=18095&p=178700#p178700 <![CDATA[Re: Add units to queue that are not repeated]]>
you could use factory build templates.

After you build your single units, just set the factory back to infinite building and click your factory template to build your preselected units.


To create a factory template:
1. Select your factory and make your buildorder.
2. Press the "Build Templates" button. (near the "Experimental Tech" button)
3. Press the "Save Template" button.

Statistics: Posted by Uveso — 04 Oct 2019, 02:51


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2019-10-03T21:44:43+02:00 2019-10-03T21:44:43+02:00 /viewtopic.php?t=18095&p=178694#p178694 <![CDATA[Re: Add units to queue that are not repeated]]>
viewtopic.php?f=41&t=9776&hilit=ui+party

Statistics: Posted by Morax — 03 Oct 2019, 21:44


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2019-10-02T19:12:25+02:00 2019-10-02T19:12:25+02:00 /viewtopic.php?t=18095&p=178672#p178672 <![CDATA[Re: Add units to queue that are not repeated]]>
I found a solution:

Give each factory MULTIPLE sequential assist orders (by holding down shift).

So:

Fac1 <- head of the chain, not assisting any factory, on infinite repeat

Fac2 <- assisting Fac1, not on infinite loop

Fac3 <- assisting Fac2, then also assisting Fac1. You click on it, right click on Fac2 (to give the assist order), then while holding shift, right click on Fac1.

Fac4 <- assist Fac3, then hold shift and assist Fac2 and Fac1.

NOW, if you lose a factory in the chain, the factories below that will automatically switch to the next factory and production will continue smoothly.

This is a little silly (because it involves so much clicking, e.g. if you have 8 factories and you want them all in a sequential chain, your 8th factory would need 1 assist order + 6 more queued assist orders)

But what is a little less silly would be: Factory 4: assist Factory 3, hold shift and also assist Factory 1.

That way, if you lose factory 3 at some point, you lose your beautiful chain, but at least Factory 4 still assists Fac 1 so your production doesn't go idle. (And factory 5 will continue to assist Factory 4, so it also does not go idle...)

I guess if you expect to lose a factory at some point it might make sense to give some queued assist orders to make the transition go smoother.

Or maybe this is just over-engineering things to a ridiculous degree

Statistics: Posted by armacham01 — 02 Oct 2019, 19:12


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2019-10-02T17:36:59+02:00 2019-10-02T17:36:59+02:00 /viewtopic.php?t=18095&p=178671#p178671 <![CDATA[Re: Add units to queue that are not repeated]]>
C-Star wrote:
what i do so solve this:
connect facs with assisting orders in a chain (not a star).

Chain:
    fac1 <- fac2 <- fac3 <- fac4
Star:
    fac1 <- fac2
    fac1 <- fac3
    fac1 <- fac4

fac1 gets the "mainqueue" (e.g. asf-only on repeat). all facs will build asf now.

If i need 10 gunships now i give this order to fac2. Facs2-4 will finish their current asf and then switch to gunships until 10 are made. then return to asf.

no waste of res or bp and no messing with infinite loop. You can balance the speed of your one-time-production, by choosing a factory wich is more at the end of chain -> slower or faster at the beginning.

The risk with this is that if fac 2 dies, fac 3 and fac4 will be ilde.
fac 2 must not have repeat on, obviously.


Thank you, this is a good solution! I was thinking if any factory was assisting one with an infinite loop that it wouldn't stop that because it wouldn't technically ever finish it's assist order, but this works and is quite helpful. I tried setting fac 1 to asfs, then fac 2 assisting it, and all other facs assisting 2, so 2 will get the other build queue.

Statistics: Posted by Steel_Panther — 02 Oct 2019, 17:36


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2019-09-23T12:28:45+02:00 2019-09-23T12:28:45+02:00 /viewtopic.php?t=18095&p=178424#p178424 <![CDATA[Re: Add units to queue that are not repeated]]> connect facs with assisting orders in a chain (not a star).

Chain:
    fac1 <- fac2 <- fac3 <- fac4
Star:
    fac1 <- fac2
    fac1 <- fac3
    fac1 <- fac4

fac1 gets the "mainqueue" (e.g. asf-only on repeat). all facs will build asf now.

If i need 10 gunships now i give this order to fac2. Facs2-4 will finish their current asf and then switch to gunships until 10 are made. then return to asf.

no waste of res or bp and no messing with infinite loop. You can balance the speed of your one-time-production, by choosing a factory wich is more at the end of chain -> slower or faster at the beginning.

The risk with this is that if fac 2 dies, fac 3 and fac4 will be ilde.
fac 2 must not have repeat on, obviously.

Statistics: Posted by C-Star — 23 Sep 2019, 12:28


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2019-09-07T22:48:02+02:00 2019-09-07T22:48:02+02:00 /viewtopic.php?t=18095&p=177957#p177957 <![CDATA[Re: Add units to queue that are not repeated]]>
UnorthodoxBox wrote:
While this is not a real solution, have you tried using the command that clears the entire unit queue except for the one currently building? I cannot remember what it is called (can probably search hotkey menu for "current" or "building"), but it is really useful to press ctrl-f (what I set it to) and the entire queue clears, but the factory keeps building the current unit.


Yes, that is the alternative, and why this isn't the biggest issue. I'll often just select all my air factories and clear all but the current unit in production, add what i want, like torps, maybe shift click 5 times so it's essentially torps on repeat from here on out without having to stop the factory and waste the current production. Then do the same thing with asfs to switch back. But it's a bit cumbersome and annoying to do. I'd like to be able to just build 20 (or whatever desired number) torps fast and go right back to asfs. So this way it would be a bit easier to manage just how many you get of a certain unit and also do it quickly. Also, the downside would be that if you did have some more intricate queue like with aa and shields and tanks and arty for land spam, you lose that and have to redo it.

Statistics: Posted by Steel_Panther — 07 Sep 2019, 22:48


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2019-09-07T21:11:25+02:00 2019-09-07T21:11:25+02:00 /viewtopic.php?t=18095&p=177946#p177946 <![CDATA[Re: Add units to queue that are not repeated]]> Statistics: Posted by UnorthodoxBox — 07 Sep 2019, 21:11


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2019-09-07T20:53:12+02:00 2019-09-07T20:53:12+02:00 /viewtopic.php?t=18095&p=177941#p177941 <![CDATA[Add units to queue that are not repeated]]>
I am imagining just a separate hotkey to add these units that are not added to the repeating build queue. So, underneath the main queue there could be another non-repeating priority queue.

I can understand that this might be difficult to implement, and since it would just be a small convenience, it would not be worth expending too much effort to attempt.

Thank you

Statistics: Posted by Steel_Panther — 07 Sep 2019, 20:53


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