Difference between revisions of "User:MachiMouse"
MachiMouse (talk | contribs) |
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+ | == First Section == | ||
This is my whiteboard page, for testing edits, etc. | This is my whiteboard page, for testing edits, etc. | ||
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*Move list of commands to bottom of page. | *Move list of commands to bottom of page. | ||
*add command modifiers to table | *add command modifiers to table | ||
− | + | *add building construction modifiers. | |
== Modifiers == | == Modifiers == |
Revision as of 13:23, 14 April 2018
Contents
First Section
This is my whiteboard page, for testing edits, etc.
Page needed: Production command modifiers (add +5 units, insert unit to queue, etc)
unit commands page:
- Move list of commands to bottom of page.
- add command modifiers to table
- add building construction modifiers.
Modifiers
Commands can have their behaviour modified using ALT and CTRL, while using SHIFT and SPACE to queue commands.
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI state. Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.
Command | Click+drag behaviour | Drag behaviour | +CTRL | +ALT | +CTRL+ALT | |
---|---|---|---|---|---|---|
Move(M) |
Move units to a point. | Move units into a line. | Move, maintaining current formation. | When dragging, move along a line. | When dragging, move along a line in formation. | |
Attack move(A) |
Move to a point, using unit AI while moving. | Same as move, using AI. | Same as move, using AI. | Same as move, using AI. | Same as move, using AI. | |
Patrol(P) |
Move back and forth between current position and a point, using unit AI while moving. | Same as move, using AI. | Same as move, using AI. | Same as move, using AI. | Same as move, using AI. | |
Fire(F) |
Fire at a point | Fire at all targets in an area, in a queue. | When dragging, fire at all targets in an area, splitting fire. | When dragging, fire along a line. | ||
Set Target(T) |
Target a unit or point, without moving. Fire at target if in range. Fire normally if out of range. | Target the nearest enemy in the circle. | Target all enemies in the circle, splitting targets. | Target the ground along a line, firing if in range. | ||
Guard(G) |
Protect, repair, and assist a unit. | On unit: guard in circle formation.
On ground: guard all units in the circle. |
For circle formation: guard in a specific direction. | For circle formation: guard in a direction relative to unit facing. | For circle formation: do not match guarding unit speeds/positions. | |
Repair(R) |
Repair a live unit; Assist construction. | Area command. Applies the click command to valid targets in the area, as long as there are any. | Only repair live units, do not assist construction. | For area only. Persist the area even when no valid targets inside (continue if any new show up). | ||
Mex(W) |
Build a mex at given spot | Queue mexes across the area. | Surround each mex in the area with 4 solars. Works on already-built mexes. | |||
Reclaim(E) |
Reclaim target (unit or feature). | Reclaim features across the area. | Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree. | Area only. Persist the command even when no features are in the area. | ||
Resurrect |
Resurrect target wreck | Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed. | Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command). | Area only. Persist the command even when no resurrectables are in the area. |
Factory Production Commands
Factories can make use of unit commands to make produced units take specific actions when leaving the factory. For example, units can be set to move to a point or patrol as soon as they are produced.
Unit commands given to factories can also be queued and modified, as above.
Factories produce units in a queue. When clicking on units, they are normally added to the end of a queue. Factories can have their Repeat state set to automatically add produced units to the end of the queue. This will cause the factory to produce the same queue endlessly.
Factory production order modifiers
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.
Hold SHIFT to add/remove 5 units to the queue.
Hold CTRL to add/remove 20 units to the queue.
Hold SHIFT+CTRL to add/remove 100 units to the queue.
Hold ALT to force the selected unit to be produced now. This will waste any metal/energy used on whatever was being produced prior to the click. If the factory is in infinite production mode, ALT will ________
New Test Section
Overdrive is a way to generate more metal from metal extractors using energy. It uses a grid mechanic that is also required by some powerful defense structures to function.
TLDR
- Circles around metal extractors and energy sources are "overdrive grid"
- Circles have to touch to join into grid
More metal can be obtained by overdriving your metal extractors with Energy
The current amount of stored energy affects how much is used on overdrive. With an empty energy bar, none can be used on overdrive. As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.