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missing djinn featur

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4 months ago
hi there,

i recently played a lot with amph factory and athenas as mobile versatile factory.

i realized, its ver painfull, to check every some seconds the whole map for created units not beeing able to target the djinns lamp.

while it works really good for factories, you cannot send units created by a strider hub or athena directly after building into the teleport beacon.

i also tried the teleport ai v2 but this only worked for me while moving the units. unfortunately it didnt work for units just standing in the vincinity.

what make s me wonder is, the lobster works exactly this way. if i put it on "repeat" it fires the units close to it to the destination.

this behavior would be very usefull also for th djin to use athenas and srtider hubs more efficiently.


is there another easier//better approach then my idea?
would it easy to ad dthis?
what do you think?

+3 / -0
additionally, to have more control over units automatically teleported, the djinn could ignore selection rank 0 units, so there could cons and commanders walk through the range without getting accidently teleported.
+2 / -0
4 months ago
I would like to see a widget that checks for any idle units near lamp and orders teleport command for them like ferry zone for transports. Probably it isn't that hard to create one for anyone who knows how widgets work either.
+1 / -0


4 months ago
So a mode that attracts units close to the Lamp? Sounds fine.
+1 / -0