1 |
[url=https://github.com/ZeroK-RTS/Zero-K/issues/2548]This had been proposed back in 2017[/url] but it is a minor convenience feature with comparatively large technical difficulties so is low priority.
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1 |
[url=https://github.com/ZeroK-RTS/Zero-K/issues/2548]This had been proposed back in 2017[/url] but it is a minor convenience feature with comparatively large technical difficulties so is low priority.
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2 |
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2 |
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3 |
[quote]it would have to be modified a little bit[/quote]
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3 |
[quote]it would have to be modified a little bit[/quote]
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4 |
The little bits add up. The way reclaim is coded is that the unit must be classified as a constructor to use it which opens up a big can of worms:
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4 |
The little bits add up. The way reclaim is coded is that the unit must be classified as a constructor to use it which opens up a big can of worms:
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5 |
* Puppy now thinks it's a constructor, gets stuck trying to repair or build units it is unable to
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5 |
* Puppy now thinks it's a constructor, gets stuck trying to repair or build units it is unable to
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6 |
* Puppy on Attack-Move command prioritizes reclaiming over combat
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6 |
* Puppy on Attack-Move command prioritizes reclaiming over combat
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7 |
* Puppy is affected by things like the "select idle constructor" hotkey
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7 |
* Puppy is affected by things like the "select idle constructor" hotkey
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8 |
* etc
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8 |
* etc
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9 |
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9 |
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10 |
Most
of
those
can
be
solved
but
this
is
far
from
robust
and
it
would
be
especially
bad
to
introduce
bugs
in
important
pieces
of
UI
(
like
selecting
idle
con)
.
At
this
point
it
would
be
easier
to
make
a
new
command
which
resembles
reclaim,
the
problem
here
is
that
we
wouldn't
be
able
to
reuse
parts
of
Reclaim
behaviour
because
it
is
provided
as
a
hardcoded
feature
of
the
underlying
engine
used
by
ZK.
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10 |
We
wouldn't
want
to
change
this
requirement
even
if
we
could
because
a
lot
of
things
already
depend
on
it,
but
we
can't
anyway
because
it
is
hardcoded
into
the
underlying
engine
that
ZK
uses.
We
would
have
to
make
a
new
command
which
resembles
reclaim
from
scratch.
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