Over-riding queued buildings

Discussion in 'Support!' started by zihuatanejo, September 12, 2013.

  1. zihuatanejo

    zihuatanejo Well-Known Member

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    So I got in a weird situation earlier, whereby i couldn't find the fab bot that I'd queued to build a bunch of mex. I had a bunch of other bots ready to build in a nice dense metal area, but couldn't, because some other bot was due to build there. But could I find that bot? Hell no! I can only assume that the bot had been killed and its queued buildings where 'ghosts'.

    After a few minutes of wasted time trying to find the bloody fabber, I ended up zooming out, selecting ALL fab bots, and telling them to stop. Meaning i had to re-issue a bunch of orders to different groups of fab bots.

    This kind of feature might well be in the works for beta, but it was sufficiently game-damaging and time consuming for me to want to post about it now! Some sort of facility to override queued buildings with other engineers would be great. like if you have bots selected and you hold down shift, and buildings have been queued, can you right click on the ghosted buildings and get those fabbers to start building them straight away? That would be fantastic.
    glinkot and bradaz85 like this.
  2. glinkot

    glinkot Active Member

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    Yes I've had the same, particularly with mexes as you say. For one whole game I had white frames over a huge set of deposits right near me, and ordering all fabbers to lose orders didn't help in that particular case. The solutions as I see them:

    a) Make the frames 'buildable' in the sense that right clicking them with another fabber selected makes the fabber go and build it. The only difference being that since the building isn't started, the fabber would need to be advanced if it was an advanced structure.

    b) Some method of clicking on the frames to cancel them rather than having to do it via the fabber.
  3. cola_colin

    cola_colin Moderator Alumni

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    I know this problem, it does not result from a worker being killed, but rather from a worker getting stuck in some building making it super hard to find.
    The solution imho is basically a given for the finished game:

    1) workers just should not get stuck like that in the first place
    2) when pressing shift you should not only see a ghost of the planned building but you should see a line between the worker who owns the command and the ghosts. See FA as example.
  4. zihuatanejo

    zihuatanejo Well-Known Member

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    Interesting. That sounds more likely, because at the time I don't recall any raiding enemy units getting in to kill anything. I spent a while looking for the fabber to see if it was stuck against a building or something.

    Regardless though, I think it would be a good addition to the game if you could assign other fabbers to queued buildings. Cancelling a queued building (e.g. with a right click) would be good as well. Sometimes in the middle of gameplay you might want to re-organise and re-prioritise your build orders, and it is really inefficient to cancel entire build orders and queue them up again with different fabbers.
  5. stonberg

    stonberg Member

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    I've experienced similar problems, although in part it was laziness on my behalf that caused the problem.

    I used [F] to select any idle workers and set them to start building a bunch of T2 factories. The problem with doing that is that you don't know how many workers are selected or where they may be. I think they (it?) got stuck on a crater or building somewhere so I couldn't add more bots to help with the buildings or build where the 'ghost' buildings were. I just couldn't find the original worker anywhere :)

    Is there a command which just selects idle workers in the area that's on-screen does anybody know?

    The commander is often getting stuck in energy buildings too which is a bit irksome, even if I try to space them out a bit more.

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