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Zero-K v1.1.1.1 & Bombard Commander

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Date Editor Before After
1/2/2013 9:22:37 PMCArankPxtl before revert after revert
1/2/2013 9:12:56 PMCArankPxtl before revert after revert
Before After
1 Breaking up the attack and bombard and fight commands into 3 separate commands ( instead of the present 2) would be the only sensible thing, imho. . . "fight" would sport the current behavior, "attack" would be "fight but if you click a unit or you drag it works as attack" and "bombard" would be always force-firing at ground regardless of what stands on the spot, and would give you a way to drag-bombard areas without fiddling with alt-keys and whatnot ( see wolverine lines) . 1 Breaking up the attack and bombard and fight commands into 3 separate commands ( instead of the present 2) would be the most sensible thing for, imho. . . "fight" would sport the current behavior, "attack" would be "fight but if you click a unit or you drag it works as attack" and "bombard" would be always force-firing at ground regardless of what stands on the spot, and would give you a way to drag-bombard areas without fiddling with alt-keys and whatnot ( see wolverine lines) .
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3 Alternately you could completely combine "fight" and "attack target" into the attack command and leave the "force fire/bombard" on the f-key - but then you need little "alt" things to reconcile that both "attack everything in the selected area" and "customformations attack-move" are bound to the same command. Otherwise? It's "attack-move if I click ground, attack if I click a target" like in StarCraft. The drag behavior is the trick.
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3 But that kind of massive change wouldn't be as backwards-compatible for old players and might require engine changes. 5 But that kind of massive change wouldn't be as backwards-compatible for old players and might require engine changes.