1 |
Giving
a
constructor
a
build
order
that
the
constructor
cannot
path
to
(
e.
g.
hover
on
hilly
terrain
trying
to
set
up
radar/wind,
or
sea
constructors
building
inland)
will
result
in
the
constructor
getting
stuck
moving
but
not
making
any
progress,
and
not
ever
showing
up
as
idle.
Is
there
any
efficient
way
to
improve
this
behavior
if
I'm
not
the
only
one
experiencing
this?
|
1 |
Giving
a
constructor
a
build
order
that
the
constructor
cannot
path
to
(
e.
g.
hover/tank
on
hilly
terrain
trying
to
set
up
radar/wind,
or
sea
constructors
building
inland)
will
result
in
the
constructor
getting
stuck
moving
but
not
making
any
progress,
and
not
ever
showing
up
as
idle.
Is
there
any
efficient
way
to
improve
this
behavior
if
I'm
not
the
only
one
experiencing
this?
|
2 |
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|
2 |
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|
3 |
e.
g.
constructors
could
clear
their
queue
after
not
making
progress
for
X
seconds,
or
if
they
could
show
up
as
idle
if
they
haven't
done
any
activity
for
X
seconds,
or
there
was
a
visible
warning
when
trying
to
give
unpathable
orders
(
maybe
that
already
exists
too
and
I
missed
it!)
|
3 |
I'm
not
sure
what
an
ideal
fix
would
be
but
I'd
take
any
of
the
following:
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4 |
- Constructors could clear their queue after not making progress for X seconds, but that behavior will probably look like a bug ("why did my constructor not make this building") and isn't very transparent
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5 |
- Constructors could show up as idle if they haven't done any activity for X seconds. This is transparent but obviously requires some time to kick in and user attention.
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6 |
- Have a visible warning when trying to give unpathable orders (maybe that already exists and I missed it!). The UI could be confusing here too, having to distinguish between unbuildable terrain and unreachable terrain.
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4 |
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7 |
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5 |
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8 |
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