I know I do. If you don't here are some links : https://forums.uberent.com/threads/future-queuing-reorganizing-orders-move-build-etas.53140/ https://forums.uberent.com/threads/a-couple-of-ui-pointers.45521/ <- not entirely on point but worth a good couple giggles https://forums.uberent.com/threads/feasibility-of-major-interface-functionality-changes.56218/ https://forums.uberent.com/threads/infinite-build-queue-vs-one-time-unit-builds.55949/ https://forums.uberent.com/threads/multiple-nukes.55494/#post-850381 (my search took me five seconds there's of course tons of other older threads revolving around this topic, if you would kindly link them I would be much obliged) Anyways I'm just supper stoked that FAF is now the first game to ever implement them : http://forums.faforever.com/forums/viewtopic.php?f=2&t=11013 see top-to-mid :
.... yea ... ... lot of codingwork and how many PA devs are still there ... ? i'm afraid this will take A LOT of time until this will be a thing in PA
I played Globulation 2 in 2007 and the first release was in 2004. And I assume it was not the first game with this feature.
not exactly the same thing what yo u do in that game (from what I gather) is place blueprints and the units (which aren't under your control) attempt to accomplish the task of their own accord. So let me reformulate : it's the first time you can have a persistent order in an RTS that you can choose what units to assign to. : P PS : hard to believe that that game and supcom came out 3 years apart damn the two are worlds apart! o O