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Improvement for unpathable construction behavior

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Date Editor Before After
4/30/2020 7:06:58 PMUSrankLegomenon before revert after revert
Before After
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?
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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:
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
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.
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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