View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015760 | AI War 1 / Classic | Suggestion - Game Mechanics | Aug 30, 2014 3:17 pm | Aug 31, 2014 7:17 am | |
Reporter | Toll | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 8.003 | ||||
Summary | 0015760: New option: Units do not inherit control groups | ||||
Description | Basically, my problem is that my mercenary dock is set to control group nine, which in turn is set to only work when it has X resources. All the mercenary ships that come out of it are also in control group nine, though, which means they'll never be repaired unless I have that much resources. Could there be an option (perhaps control group specific) that makes produced ships come out of docks without a control group? | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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This would be very useful. |
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The functionality was always meant to make it so all units produced in a facility have a grouping based around that facility. The issue that occurs is you often want different settings for a facility when compared to actual ships. Personally I feel that to make this useful, there should be a separate parallel control group set for facilities, e.g. f1-f0, that produce ships in their corresponding ship control group s1-s0. This way you fix the original intention, while alleviating concerns with the system. As far as how to organize the control groups? My only idea is use the F1-F10 keys for facilities, and 1 - 0 keys for ships with the same control schemes. It's not perfect, but maybe someone else has a good idea for how it could be done? |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 30, 2014 3:17 pm | Toll | New Issue | |
Aug 31, 2014 2:24 am | lithiumiii | Note Added: 0039153 | |
Aug 31, 2014 7:17 am | Chthonic One | Note Added: 0039154 |