Forged Alliance Forever Forged Alliance Forever Forums 2015-03-11T23:43:20+02:00 /feed.php?f=42&t=9547 2015-03-11T23:43:20+02:00 2015-03-11T23:43:20+02:00 /viewtopic.php?t=9547&p=95940#p95940 <![CDATA[Re: Unit Pausing]]>
_VODKA_ wrote:
So you would use this to set a predetermined path of orders that you unleash at a later point? Can you give an example?


Before I discovered shift+g this is how I would do bomber splits. Build 5 strats, individually tell each one to assist an engie then attack a mex, then ctrl+k the engie, all five strats go at the same time to different targets. Shift+g moots much of this, but I can see how it would be useful for moving units halfway across the map, having them wait until your say-so, then doing an attack order. In this instance they would have to assist each other since they'd move to the thing they are assisting... but at that point you may as well give them the move order manually (unless you are moving many different units to many different places all at once and the timing has to be split-second close).

partytime wrote:
any chance to add 'add a delay to the factory queue' ?

like so it builds a scout, then it does nothing for 3 seconds, repeat


Why not just add a scout to an infinite repeat build? Ex you have a factory making tanks on repeat... add a scout. Too often? Add two tanks and a scout.

If you just want scouts (eg air factory and no inties), then yea, the "build nothing" thing has been suggested, but not implemented.

Vee wrote:
It would be even better if you could give different rally points to different units in a queue. Then you could build 3 inties -> to to rally point 1, 1 scout -> go to rally point 2.


You could do this with having two factories... which with a map of any size you should have anyways. Though I understand it might be hard to get the proportions right (eg make a scout every three tanks, but they go different places).

- - -

I think the bottom line is "This would be nice, but they are doing other stuff first." You could always make your own mod for it, as Crotalus has...

Statistics: Posted by codepants — 11 Mar 2015, 23:43


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2015-03-11T15:29:38+02:00 2015-03-11T15:29:38+02:00 /viewtopic.php?t=9547&p=95919#p95919 <![CDATA[Re: Unit Pausing]]> Statistics: Posted by Vee — 11 Mar 2015, 15:29


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2015-03-11T14:54:46+02:00 2015-03-11T14:54:46+02:00 /viewtopic.php?t=9547&p=95918#p95918 <![CDATA[Re: Unit Pausing]]>
like so it builds a scout, then it does nothing for 3 seconds, repeat

Statistics: Posted by nine2 — 11 Mar 2015, 14:54


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2015-03-11T14:15:44+02:00 2015-03-11T14:15:44+02:00 /viewtopic.php?t=9547&p=95914#p95914 <![CDATA[Re: Unit Pausing]]>

Statistics: Posted by Hellcat — 11 Mar 2015, 14:15


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2015-03-11T13:24:35+02:00 2015-03-11T13:24:35+02:00 /viewtopic.php?t=9547&p=95912#p95912 <![CDATA[Re: Unit Pausing]]> Statistics: Posted by Col_Walter_Kurtz — 11 Mar 2015, 13:24


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2015-03-10T22:22:18+02:00 2015-03-10T22:22:18+02:00 /viewtopic.php?t=9547&p=95868#p95868 <![CDATA[Re: Unit Pausing]]>
The Mak wrote:
codepants wrote:This is not ideal but the current workaround is the have them assist a cheap unit, then give them their orders. Ctrl+k the cheap unit then they will do their stuff.


Have you tried (with the units that are assisting the cheap unit selected) Shift-Ctrl-Right Click on the cheap unit as that will remove the assist order?


Nailed it. That probably works as well. You could even use a mex or something instead of having to have a "cheap unit" all the time.

Statistics: Posted by codepants — 10 Mar 2015, 22:22


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2015-03-10T00:11:16+02:00 2015-03-10T00:11:16+02:00 /viewtopic.php?t=9547&p=95763#p95763 <![CDATA[Re: Unit Pausing]]>
codepants wrote:
This is not ideal but the current workaround is the have them assist a cheap unit, then give them their orders. Ctrl+k the cheap unit then they will do their stuff.


Have you tried (with the units that are assisting the cheap unit selected) Shift-Ctrl-Right Click on the cheap unit as that will remove the assist order?

Statistics: Posted by The Mak — 10 Mar 2015, 00:11


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2015-03-09T21:01:05+02:00 2015-03-09T21:01:05+02:00 /viewtopic.php?t=9547&p=95742#p95742 <![CDATA[Re: Unit Pausing]]> Statistics: Posted by codepants — 09 Mar 2015, 21:01


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2015-03-07T11:37:40+02:00 2015-03-07T11:37:40+02:00 /viewtopic.php?t=9547&p=95576#p95576 <![CDATA[Re: Unit Pausing]]>
https://github.com/FAForever/fa/pull/502

Statistics: Posted by Crotalus — 07 Mar 2015, 11:37


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2015-03-07T07:01:10+02:00 2015-03-07T07:01:10+02:00 /viewtopic.php?t=9547&p=95567#p95567 <![CDATA[Re: Unit Pausing]]> Statistics: Posted by SC-Account — 07 Mar 2015, 07:01


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2015-03-06T21:36:39+02:00 2015-03-06T21:36:39+02:00 /viewtopic.php?t=9547&p=95542#p95542 <![CDATA[Unit Pausing]]> This would put them in a "default" position, for air it would be to land or hover etc. While the unit is paused it can take orders but will not carry them out simply wait.

This will allow you to queue up multiple orders for instance.
board units -> pause transport -> waypoints shift queue etc -> unload command ->unpause -> unit carries out the order

Statistics: Posted by Man_At_Arms — 06 Mar 2015, 21:36


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