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Additionnal Behavior Ideas

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I recently played a lot, and i have noticed 2 major problems considering the way im playing. I personnaly thought i could share some ideas in case some people would play like how i do:

Factory Production limit: I noticed a gamerule which is limiting the amount of units i can own at time. Default is 10000 if im not wrong. But I haven't seen any option which allow factory to build a Maximum amount of unit at time. So the idea was to add a HUD icon in the Unit production HUD of any factory, similar from the silo missile production limit, but for unit. So, when you are looping+patrolling some factories, it will prevent you to have a little too much units wantering and patrolling, without the need to remove the whole production line "blueprint"

Factory production pause: Excepted if im blind, i haven't seen a single button allowing the factory to pause the production. The lone what i have found is removing the lone queue. Which can be pretty boring if you have done a certain order of unit production with loop enabled. Get several factories and you have to do to all of them if you are wishing to pause several factories.

Builder/caretaker Behavior patrol priority: When i am creating a retreat area for reparing my units, i am forced to put it far away from my factories. Why ? Because where i put caretaker ! Caretakers are prioritizing the production from the repairs which is a problem. if the caretaker group made for repairs is too close from a factory, they will focus the production. I wanted to know if adding an Unit behavior option which would allow the builder unit in patrol mode to focus repairs, or productions.

EDIT

Production Time Delay: Adding a small timer which will allow the factory to not build to fast, and lowering the metal consumption in second. The faster the prodiuced unit is, the lower the time will be needed for a factory to build, so the metal consumption can sometimes be too exceessive if im doing mostly small units
+1 / -0

5 months ago
Ctrl W is the wait command. It will stop the factory from starting new units aswell as using its buildpower. Caretakers wil stil asist the started unit

Caretakers do eventually repair units next to the factory, when on patrol and the factory finishes a unit.
You can also manually set up caretakers using the repeat and area repair command, to only repair from retreatzones.
+2 / -0
So basically theres some "thinker methods" for doing some of these actions. I wasn't aware about that CTRL+W bind. Thats not really noob friendly to have so many bind conbinason to remember :(
And some aren't french Keyboard friendly at all :D

Thanks for your informations :)
+1 / -0
You can have a factory on repeat and insert a set number of units that the factory will not repeat. Just hold ALT and then anything you alt-queue will be built once only.

You have a shieldbot factory and your queue only has 1 bandit on repeat. Hold alt and click dirtbag 10 times. The factory will finish the current bandit, build 10 dirtbags and start making bandits again.

If you know you want a set number of units but don't want have to turn repeat off, just use that. I'd be curious to know what you need a quota system for after that. I would also bet that unless you're willing to implement the concept yourself, nobody is likely to make it for you either. It's just so niche of an ask.


Alternatively, if your problem is that you split your metal income over too many projects, then look into build priority. Have specific cons/factories set to high to make sure certain things finish first, as metal income allows.


As for repairs, well, I don't know of a good solution either other than to have the retreat zone away from production and with a different set of caretakers. That or not using a retreat zone and instead making sure to have a hefty number of front line cons dedicated to either repair, or at least attack move. Cons on attack move will prioritize repairing units over reclaimimg, with the exception of jumpy cons who are dumb and like to chase combat units with slow beam instead of doing con things.


Future Wars and a few other mods have a morphed caretaker that can repair (but not build or assist build), so those can exist near a factory and be dedicated to repairing. It would be nice if base ZK had something like that, but in the meantime you're stuck with either making a retreat site out of range of production, or manually ordering your stuff to repair. You can use a repeat command on cons/caretakers to repair a zone that doesn't include the factory, then one that does and they will jump beteween assiting production and repairing. It is still flawed in the sense that so long as their current project is not done, they will keep assisting production no matter how many damaged units are in the repair zone.
+0 / -0
5 months ago
The lone goal to the Maximum factory production unit at time was to avoid it to produce units by thousands. But i have learned the pause n ow, so it should help. The goal of that idea was simply "automating" the pause of each individual factory
+1 / -0