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Request: Customizeable Careaker Target priorities

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3 days ago
This was spawned from a steam conversation here: https://steamcommunity.com/app/334920/discussions/0/7004880943562416869/?tscn=1731861378

Caretakers currently tend to get stuck helping factories or building. Which means they never get round to short term goals like repairing vehicles.

This results in unintutitive solutions. Such as placing caretakers out of range of factories intentionally, so they are dedicated to salvage and repair. Which also means they are doing nothing in their downtime, when there's nothing left to repair. or gags micromanaging them *vomits*.

I would like to be able to set them to priroritize in this order:
Repair
Salvage
Construct
Aid factories

Which is essentially inverse to current behaviour. Ideally rather than simply updating caretakers to follow this preference, every user would be able to individualy customize it similar to other unit behaviour settings.
+6 / -0
2 days ago
Have you tried auto patrol nanos v2 widget? I think it does almost exactly what you are asking for. To use it press Alt+F11 in battle and enable it in the widget menu.
+0 / -0
This should just be the default behavior, honestly. Is there any downside? With this solution, if you wanted the caretaker to only aid the factory you could order it to, which would be much easier than telling it to repair units every time you want it to, which is how it works currently.
+3 / -0

2 days ago
Part of the problem would be to figure out what the expected behavior is for a multitude of scenarios.

Caretakers currently finish one job before attempting another. If they're assisting your factory on low/medium priority while you have a bunch of constructors using up all your metal on high priority, the caretakers will do nothing even if they could be repairing.

Let's say that behavior changes so they reassess their possible tasks every 5 seconds and you have a factory and a plate. Would you be OK with them assisting either your factory and plate randomly instead of finishing your demistrider on your fac while your plate solo builds raiders? Would you like them to swap back and forth between plate and factory every 5 seconds?

What if you bring an almost dead cyclops to your factory? Are you OK with going into metal excess because your caretakers are repairing?



I find this whole situation is more of a challenge because you're trying to solve multiple problems with one solution. You can have caretakers assisting your factory, spending a predictable amount of metal. The rest of the tasks, whatever those are, can be carried out by a slowly growing pool of "free" cons directed to amove towards the front line. They'll repair and reclaim anything they happen to pass by. You shouldn't have 50+ of unused BP sitting in a corner, but having 10-30 BP on stanby near the front line is a good thing. Your units don't need to retreat as far to get repaired. You take the reclaim as soon as it appears, denying it from the enemy... Unlike caretakers, cons can retreat.

Seems to me you should swap some of that work from caretakers to cons.
+2 / -0
2 days ago
As for your fac vs plate example. Yes that would be wholly acceptable behaviour.I believe they will already do this anyway if they are in range of 2 factories/plates. As Lawesome mentioned, if i wanted them to only target a specific fac/plate, I can already do so by simply ordering the caretaker to do so.

I also think overspending metal to repair is acceptable. Again if don't want them to do that, I can already limit their resource priority to be lower than factories or whatever.

Constructors have the same issue though. Arguably worse, because they will just immedately and forever assist their home factory as soon as they spawn, when the factory destination is set to attack move. You will then also have to babysit them and ensure they don't walk into danger without sufficent guard. Yes they can be set to auto retreat but thats far from a guarentee of successfully doing so.

Why is solving multiple problems with a single solution a negative? Thats is the point of versatile units, such as constructors and caretakers.
+1 / -0

45 hours ago
quote:
As for your fac vs plate example. Yes that would be wholly acceptable behaviour.I believe they will already do this anyway if they are in range of 2 factories/plates. As Lawesome mentioned, if i wanted them to only target a specific fac/plate, I can already do so by simply ordering the caretaker to do so.


Which behavior? Sticking to one thing or going back and forth? I put up two contradicting examples and you just answered "yes".
Right now caretakers do not switch. They finish their current job, then find a new one. You'll only have the impression they switch because if they assisted making a raider, that will finish quickly and then they'll go to the next task. The raider won't exit the plate fast enough for another one to be started immediately, so the caretaker will find the expensive wireframe (griz, cyclops...) and assist that. Over time, caretakers all merge into the most expensive thing being built in their range. That's why they don't repair.

Even if you were to somehow change their target priority, they'd still wait to finish the griz/cyclops before repairing anything. That's why I put up the question about reacquiring task every 5 seconds, and why I asked how to resolve the conflict that is assisting which project.

quote:
I also think overspending metal to repair is acceptable. Again if don't want them to do that, I can already limit their resource priority to be lower than factories or whatever.


Repairing does not cost metal, only energy. That means if you send a strider to your caretakers and they drop their assist jobs to repair, you can go into metal excess. Going into metal excess is never good.

quote:
Constructors have the same issue though. Arguably worse, because they will just immedately and forever assist their home factory as soon as they spawn, when the factory destination is set to attack move. You will then also have to babysit them and ensure they don't walk into danger without sufficent guard. Yes they can be set to auto retreat but thats far from a guarentee of successfully doing so.


Easy. Queue a move order far enough from your factory so attack move won't make your new cons assist it. From that point you can hold shift to queue another command and order a moveattack command closer to the front. The cons walk out of factory, move to safe distance and then automatically attack move towards the front. As far as them dying, what are you doing when you play? What are you looking at? Where do you spend the most time giving orders? It should be at the front. The game has a good amount of automation, but it doesn't play itself entirely. You need to provide some input.

quote:
Why is solving multiple problems with a single solution a negative? Thats is the point of versatile units, such as constructors and caretakers.


For the reasons you didn't address. Your one, apparently simple suggestion introduces conflicts you are not recognizing.
+0 / -0
41 hours ago
The behavior you described was switching between factories/plates. Whether its switching every few secs or when it's target is complete, doesn't really change the argument and is besides the point. It doesn't matter how devs handle this "issue" because it's easy for the player to ovveride it with existing controls.

im also not sure how the games works code wise, but it's likely they have events/triggers other than simply timers. It's not like every unit is reassessing it's whole AI tree every frame. More likely it could reassess when a unit enters it's range, something begins being built in range etc..

You can already tell buildings and units to be low priority for metal consumption. So if you do go into excess, they stop functioning and consuming.


Queuing a move soem distance and attack move has it's own issues. For one having to fight can controls and sue workarounds is against the games design philosophy.
Im not going to describe my playstyle. discussing your personal attack on me is not constructive or on topic. in the unlikely chance it is, i believe replays are public. But im also not the only one with this opnion clearly.

Any change has potential for conflicts in a complicated system such as Zero K. Unless they are discovered and significant they should not hinder proigress. Ive addressed your minor concern about plate/fac switching.
+0 / -0
39 hours ago
From the options proposed, neither seems to address that constructors/caretakers could behave more intelligently: decide to repair or to build depending on resources. Generally you have more energy than metal, and probably more build power than metal. So, many times you will be in the situation where a caretaker could repair rather than help a build (and not succeed due to lack of metal). You got a sudden metal income, caretakers could change to build rather than repair.

Does the above happen often enough for someone to code it? No clue, code is open source so if someone cares enough it can be implemented, I also do more front side repair (and micromanage the occasional strider repair), so I would not code it, but maybe give it a try if someone else does.
+1 / -0
quote:
You can already tell buildings and units to be low priority for metal consumption. So if you do go into excess, they stop functioning and consuming.

What? Why would you want to spend less metal when you're excessing? Excessing metal is when your metal income is higher than your expenditure, and your storage is full. This is the time when you want to be spending all your metal as fast as possible to get out of excess, the exact time you don't want your factory caretakers to start repairing some random unit and waste even more metal.
Are you confusing it with being at 0 metal stored and having an excess of buildpower?
+0 / -0
32 hours ago
AUrankMach56 Sorry yes, that was a brainfart.
+0 / -0