mex build splitter
when more mexes are queued cons are split around
disable flea to avoid moving key scouts when select all
or something stronger than wait command that can only be removed by issuing the same command
scale icons when zoomed out
queue jump, hit J twice to jump when off cooldown in the direction of mouvement
screening keeps selected units infront of your army at a set distance
large build % progress spotter with eta prediction
maximum space between solar and winds for grid building, horizontal and diagonal, issued with a hotkey
idle builder or area repair ones, will catch retreating from the autoretreat widget units and repair , those units will stop
for repair
Lobster widget for fast travel,
issue move order to group of units comtaining lobster, while holding a modifier key
rescue mission lobster widget, travels to select unit and brings it back,
abdustion widget lobster same as above.
teleport djinn ai ?
Call transport when it decreases travel time, and when traversing inpassable terrain
option: only for builders
toggle for select transports or select units to be transported around
give high priority to build queue that is issued by pressing hotkey x seconds after issuing it
real high priority, turns off facs caretakers and build orders to ensure that the bp available for target construction is saturated with e and m.
option above current high priority
Set high priority for buildings near completion (when bp is not saturated) to free builders and not waste e, fluidifies queues
scouting command , units wont get in range of enemy stuff while given this move order, they go around if possible instead, return to original position when "stuck"", if a move order is queued after the scout order
Ai toggle
for selected units or all units, with a gui to know which units are currently toggled or when connecting mexes
gridding command
with terraforming option with hotkey
makes the most efficient use of pylons, solars and wind
issued like area mex
army managment
responds to what is infront,
raiders>move riot infront
air> move aa infront
arti> set light units to dodge shots in fornt
basically does formations in function of the oppoennets army and formation
turns on when units where not select for X amount of time and doesnt move away from the area where units are currently
some more evolved form would move units around and engage targets when its sure that its cant be dmged and the target is easily destroyed
stalling response
increase build power by building caretaker or assisting while making caretaker, turn on factories or build llt radar caretaker
if energy stalling aswell make small energy buildings on hi priiority, if unable to avoid stall build terraformed storage
automorphgeo
automorph commander
should be intelligent in the response to the type of stall and amount
m excess no e stall
m excess and e stall
e stall no m excess
eco expander
Builds a grid with pylons when toggled if energy is sufficient to payback with overdrive,
otherwies expands economy )mexes and energy with small gens in radar range, auto build radar and stops when near enemy
tries to for-see metal income increases such as mexes in contruction or overdrive from eco in construction and compensate with energy build,
blances e and m
recaps mexes infriendly territory
[Spoiler] if also been thinking about GBC and ways to improve it here is the result of that
MAIN
LUA @ LUA
https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaUI/Widgets/unit_global_build_command.luaGlobal Build Command ,
Hotkeys, edits and GUI
Quick access of build menu trough XCVB hotkeys.
The build menu is what allows to select what buildings to construct.
There are 4 tabs and these 4 keys allow to navigate it XCVB.
Normally the menu is accesed by selecting a builder then navigating it is possible.
This edit would achieve the goal of bypassing the selection of a builder, instead the keys XCVB would be pressed to directly access the build menu and its tabs.
(these keys are used during the game for other reasons, so this ability of directly going to buld menu needs to be accessable (check if this is true) only when either nothing is in the current selection, or when fighting units are being selected)
Global toggle
A hotkey to turn the widget/script on and off completely. (initialize and shutdown) this will also remove all the queued jobs that were assigned by the widget as it will cleanup before being shutdown.
( perhaps / or L )
Selection dependant toggle
Hotkey to toggle the units state to "included" or "not included", this allows for certain units to not follow the script while other units are still under the control of it.
It enables to keep the queues and jobs assigned by the script on the map aswell.
There is already a function and a command for this second toggle, it is in the code but it is not bound to a key. line 1026
A notable behaviour of this toggle hotkey has to be that, when multiple units are selected and their current states of included or not included are different, the state that has the most units in will decide if the action of toggling for this group of selected units will be set them to included or not included.
For example; 5 builders are selected
3 are included in the script, 2 are not included.
Pressing the hotkey to toggle them will result in all units being not included. because the 3 are imposing the state on the group
This is needed because otherwise it is impossible to control the state of included or not for a seleciton of units that have different states.
(use / or L)
Area job removal to be non selection dependant
The area job removal command is selection dependant, it is in the lines following 1026
Its current hotkey is alt+S
Making it non selection dependant would ease its use.
Remove auto-reclaim jobs
This function would add a way of removing all current auto-reclaim jobs.
The hotkey for it would be ctrl+E or alt+E.
Clicking then draging the mouse would create a circle, this would enable to remove auto-reclaim in an area instead of all of them.
Remove auto-repair jobs
Same as above but for auto-repair
(this is somewhat secondary as auto-repair is rarely used)
The hotkey for it would be either ctrl+R or alt+R.
Auto-reclaim jobs in an area
The function of this would be to add auto-reclaim jobs by pressing a hotkey, then clicking and dragging the mouse to form a circle.
The hotkey would be ctrl+E or alt+E
GUI to see the state of auto-reclaim and Auto-repair
A simple panel that changes graphics if auto**** is on or off
perhaps a indication of how many units are under GBC control would be usefull here too, along with a way of selecting them trough a click on the GUI panel.
Factory specific; opt out of GBC for all produced
This would allow to select a factory, click on a toggle state button in the factory menu, then the units coming out of this factory would not be included in GBC by default, or the contrary.
With a hotkey possibly.
Priority command
Holding space when issuing any command forces the selected builders to perform that task before being considered by GBC again.
This is the default game behaviour, when holding space and issuing a command, the builders selected will perform that task before anything that was in there build queue.
But for GBC this function is bypassed by the script.
rules and checkpoints
Collision avoidance
The goal here is to ensure that builders under the control of GBC will not suicidie by moving into enemy territory, near enemy units or in range of an enemy defence turret.
Perhaps it could be predictive ? if a unit begins moving towards a danger, the said unit will try to go to a safe task instead and consider the danger task again later.
Now if only the danger task is available to complete, this task should be removed from the build queue.
Otherwise the behaviour should be that if a builders comes near a danger, it will not go to the task it is currently trying to reach. instead the task is removed from the queue and the unit is retreated near friendly structure (could use the auto chiken function).
Smart distribution
When idling, builders are moved around in an attempt to cover the space with builders for a faster response, along with enhanced safety of the builders (if they are grouped and take dmg all might die and no builders are left).
The distribution should be homogenous, perhaps with options that can be changed, such as only go in radar range, only where friendly units are, or friendly structures defences or actual base(factory and caretakers), maybe something to ditribute around the edges of the current radar coverage, and perhaps option for ditributing near friendly mexes
Perhaps these options could be a coefficient that will attract more or less the idle builders towards the specified entities, so it can be tweaked by the user to fit what works for them.
Fixes
Units dont recognize if they are stuck due to inability to navigate terrain.
They need to be able to see that a task they are trying to reach is not reacheble for this type of builder and avoid those tasks.
Sometimes terraforming a structure will result in the terraform being done but the structure not being build following that.
I think moving the buider to the edge of the terraform will fix this (they will be able to see the bottom of the terraform), as the issue is i believe that the builder doesnt believe it can build there because it doesnt see the space inside the terraform and thinks that its still filled with terrain.
[Spoiler]
im aware that some of these exist but since people currently using them dont intend of sharing i tought it make sense to make them for the genereal use