Forged Alliance Forever Forged Alliance Forever Forums 2014-02-15T04:58:10+02:00 /feed.php?f=42&t=6578 2014-02-15T04:58:10+02:00 2014-02-15T04:58:10+02:00 /viewtopic.php?t=6578&p=65320#p65320 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]>
Innomen wrote:
If I have a construction unit on patrol, and I tell it to build something it basically ignores me because it tries to "complete" it's patrol before it builds. I would like it to put the build orders in front of the patrol so it builds the structure and then returns to patrol.

Similarly, if I have a construction unit on guard duty and then I shift click and tell it to reclaim something it never happens because the guard duty like a patrol route is infinite.

I would also like to be able to place future structures on top of each other. Like if I have a mex shift built on a slot and somehow another unit is closer I want to be able to build over top of that spot without having to cancel the original order.

Ghost structures shoould not impede real structures and construction work.



This is 100% possible as Domino has done this and I've played it. Not sure what he did with the code though.

Resin

Statistics: Posted by Resin_Smoker — 15 Feb 2014, 04:58


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2014-02-13T19:07:25+02:00 2014-02-13T19:07:25+02:00 /viewtopic.php?t=6578&p=65154#p65154 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]>
D4E_Omit wrote:
Go to modvault > search for ''reclaim'' and download autoreclaim mod, now stop making posts about every single tiny feature you want and search for mods first, the community had 7 years to make mods for this game so expect alot of your ''problems'' already be implemented in a mod.


Firstly captain rude, if this was so easy to find, why did it take almost a week for anyone to mention it?

Secondly, I don't want my suggestions as mods. Notice they are titled "feature request" not "mod request."

Thirdly, I was already done making suggestions...

Let me do a quick impression of you...

Which you would already know if you searched the forum before you opened your big dumb mouth! GAWD! Newb! Now quit making posts that annoy me! :)

viewtopic.php?f=2&t=6621 See? :)

Statistics: Posted by Innomen — 13 Feb 2014, 19:07


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2014-02-13T08:49:58+02:00 2014-02-13T08:49:58+02:00 /viewtopic.php?t=6578&p=65090#p65090 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]> Statistics: Posted by D4E_Omit — 13 Feb 2014, 08:49


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2014-02-13T06:04:13+02:00 2014-02-13T06:04:13+02:00 /viewtopic.php?t=6578&p=65087#p65087 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]>
But it's not working right now so the only choice is to patrol so the idiots reclaim constantly even if you full bar for a millisecond.

That said, taking them off the patrol isn't exactly a crazy hard thing in my book.
Select engy, build your stuff, remake patrol route.

Instead, I want to orders to work more like a build que (and even have a UI tool bar). So I can move shift around without so much canceling.

Just think! You can have your comm do a million things. When a pesky mech marine starts plinking away, shift+add an attack order, move it to the front of your 'order que', pew pew, and resume building.

For the OP's request, the same premise is available.

Statistics: Posted by errorblankfield — 13 Feb 2014, 06:04


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2014-02-10T23:19:14+02:00 2014-02-10T23:19:14+02:00 /viewtopic.php?t=6578&p=64854#p64854 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]>
Lionhardt wrote:
...why would you let engies patrol in the first place?


Because engis and stations are too stupid to grab wreckage unless they are ordered by hand or are placed on patrol.

viewtopic.php?f=42&t=6545

I like the idea of regeneration and recycling. :)

Lionhardt wrote:
I don't know if it is possible to change this either.


That would be very surprising to me and completely counter intuitive.

But I guess it's possible.

Thank you for your votes of support otherwise. I wish I wasn't dirt poor (This machine is "ewaste" and my copy of FA came from a humble bundle.) I'd have donated and tossed in these feature requests.

Statistics: Posted by Innomen — 10 Feb 2014, 23:19


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2014-02-10T10:13:29+02:00 2014-02-10T10:13:29+02:00 /viewtopic.php?t=6578&p=64786#p64786 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]> Statistics: Posted by Lionhardt — 10 Feb 2014, 10:13


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2014-02-09T10:21:02+02:00 2014-02-09T10:21:02+02:00 /viewtopic.php?t=6578&p=64678#p64678 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]>
Request stands.

Statistics: Posted by Innomen — 09 Feb 2014, 10:21


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2014-02-09T10:16:46+02:00 2014-02-09T10:16:46+02:00 /viewtopic.php?t=6578&p=64677#p64677 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]> i can only imagine setting asf on patrol but they cant build stuff. and if you need 1 doing the above reall doeant take too long

Statistics: Posted by Golol — 09 Feb 2014, 10:16


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2014-02-08T18:41:58+02:00 2014-02-08T18:41:58+02:00 /viewtopic.php?t=6578&p=64615#p64615 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]>
I'm not interested in how easy you believe that work around to be. I find it insufficient.

It clutters up the patrol array if I have to pull an engi off his route to do some opportunistic building, and then create for him his own. As it stands what I typically do is pull the craft off patrol, execute the order and then execute the unit since there is no way to make units rejoin a patrol, and to ask for that has been heresy since the beginning.

http://forums.gaspowered.com/viewtopic.php?f=2&t=54190

Statistics: Posted by Innomen — 08 Feb 2014, 18:41


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2014-02-08T18:22:22+02:00 2014-02-08T18:22:22+02:00 /viewtopic.php?t=6578&p=64608#p64608 <![CDATA[Re: Feature Request: Intelligent order/construction stacking]]> 2. oder buildings
3. order patrol again in 2-3 seconds
making a patrol really doesnt take long. with "p" its even faster

Statistics: Posted by Golol — 08 Feb 2014, 18:22


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2014-02-07T18:30:40+02:00 2014-02-07T18:30:40+02:00 /viewtopic.php?t=6578&p=64468#p64468 <![CDATA[Feature Request: Intelligent order/construction stacking.]]>
Similarly, if I have a construction unit on guard duty and then I shift click and tell it to reclaim something it never happens because the guard duty like a patrol route is infinite.

I would also like to be able to place future structures on top of each other. Like if I have a mex shift built on a slot and somehow another unit is closer I want to be able to build over top of that spot without having to cancel the original order.

Ghost structures shoould not impede real structures and construction work.

Statistics: Posted by Innomen — 07 Feb 2014, 18:30


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