Loading...
  OR  Zero-K Name:    Password:   

Post edit history

The problem with large clumps of units and move commands

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
12/19/2013 6:31:00 AMDErankNeonSturm before revert after revert
Before After
1 I would prefer a "destination area" which is handled by gadgets for units which got a simple (no formation) move order. 1 I would prefer a "destination area" which is handled by gadgets for units which got a simple (no formation) move order.
2 \n 2 \n
3 First unit try to reach the centre -> no issues with just 1 unit. 3 First unit try to reach the centre -> no issues with just 1 unit.
4 Other units stop, if they are within destination area (size depends on accumulated unit footprint) and crash into another unit. 4 Other units stop, if they are within destination area (size depends on accumulated unit footprint) and crash into another unit.
5 \n 5 \n
6 Sometimes I would want a unit with custom formation line move point to not move for laggards. 6 Sometimes I would want a unit with custom formation line move point to not move for laggards.
7 \n 7 \n
8 I think this is the least cpu-heavy, most simple, least annoying and most intuitive behaviour. 8 I think this is the least cpu+network-heavy, most simple, least annoying and most intuitive behaviour.