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B487924 2 on Ravaged_v2 (Multiplayer)

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Date Editor Before After
2/20/2018 3:10:36 PMEErankAdminAnarchid before revert after revert
Before After
1 This may be tangential but i also very much dislike that whenever i issue an order onto unpathable terrain, the units which those orders have been issued to simply [i]stop[/i], often incomprehensibly so in the heat of the moment. 1 This may be tangential but i also very much dislike that whenever i issue an order onto unpathable terrain, the units which those orders have been issued to simply [i]stop[/i], often incomprehensibly so in the heat of the moment.
2 \n 2 \n
3 I can think of two things that could alleviate that: 3 I can think of two non-mutually-exclusive things that could alleviate that:
4 \n
4 1) Feedback on orders which will not be executed. Possibly audio, but also some kind of a red X instead of the usual expanding circles click-ack would be good. 5 1) Feedback on orders which will not be executed. Possibly audio, but also some kind of a red X instead of the usual expanding circles click-ack would be good.
5 \n 6 \n
6 2) Such orders being blocked before being sent. That is, clicking unpathable terrain [i]does nothing[/i] to the unit's order queue while the current behaviour is pretty much equivalent to [i]Stop[/i]. 7 2) Such orders being blocked before being sent. That is, clicking unpathable terrain [i]does nothing[/i] to the unit's order queue while the current behaviour is pretty much equivalent to [i]Stop[/i].
7 \n 8 \n
8 There's a reason ZK got rid of the default Wait keybind, and Accidental Stop seems a lot like that. 9 There's a reason ZK got rid of the default Wait keybind, and Accidental Stop seems a lot like that.