How to guard a unit ? I am trying to order a unit to guard another unit e.g. a group of tanks should protect the commander. But the "assist" order does not work. The stupid tanks follow the commander, but do not attack any nearby enemies. Even if the commander attacks (by his own will or because I have ordered him to do so) his body guards swarm around him - peacefully playing cannon fodder. How to prevent queueing of attacking units? If I order a group of tanks/bots/ships to attack a single target and the first units of mine are in firing range, they stop moving and the units behind them wait well-behaved until the first units are shot before they try to maneuver to get into firing range to. E.g. a group of Inferno tanks does not surround a commander but wait in queue to attack and beeing shot. T2 aircraft / T2 ships stuck forever at their building planet / sea ? Does anyone know, if it is planned to allow T2 aircraft or T2 ships beeing transported by Pelican or Astraeus? Or is it planned to allow to build a teleporter for aircraft / ship teleportation? It is a bit frusting to have the very expensive units fixed to a planet or their small swimming pool. In the case of ships ... at the moment they are too slow, too expensive, too fragile. Mixed up left / right mouse buttons The mouse setup is "a bit" weird: To select you have to use the LMB- To smart order units you have to use the RMB ... But to order a specific order you have to use the LMB . In my case many times I have accidentally smart ordered units instead of selecting units. Is it possible to change the mouse setup ? To move the smart order specific order click to the RMB would help a lot. How to follow / hunt a unit ? If I order a unit to attack another unit or to follow an enemy unit (e.g. ARKYD to spot and follow a commander) they only try to reach the enemy unit once ... and then they forget their order. An attacking unit does not hunt another unit until the target is destroyed or ot of sight: They reach the spot of the enemy unit where it was when the order was given. But then they stand still. Is this intended or am I making something wrong? SubCom in GW a bad joke ? The Sub Coms in Galatic War are ... useful for spotting enemies. But later they are a) boring (they are sometimes next to an enemy commander and kill it before I am in space) and b) grabbing most metal spots . Do I have to nuke them in a longer game to get the metal spots or is there another way to make them more useful without sending me to make coffee? More strategies than rushing? I know, this game is about mass unit production and trying to overwhelm the opponent. But right know, the only viable strategy for the first minutes of a game is to be the first one with enough units to reach the enemy commander. For a strategy game, it is a little bit less number of options. In a 1vs1 against a CPU, if you are one the same planet and the game lasts longer than 4 minutes, you have made something wrong. IMHO: The commander unit is too weak to allow other strategies for the first minutes. A group of Infernos or Boom Bots kill a commander too easily. How to pause construction of buildings ... ? Pausing construction within a factory is easy. Clicking on the power toggle and it is paused. But if a fabber constructs a building and it is paused, the building is lost after a few moments like you have stopped the construction. Is there a way to pause it without risking to lose the building ... or microing the power toggle on-off-on-off- .... ? Max output of metal spots? Is this intended, you have to build a (normal) metal extractor plus an advanced extractor on the same spot to get the maxium output? _____________________ I guess there have been more questions stiring in my mind. But these seem to be less important, so they slipped away
IIRC, "Assist" is mostly for construction units to repair and help the commander build things. Usually right-clicking the commander had combat units crowd around him and also shoot his targets. Im not sure if that gives the same order but last i checked this functionality worked. Units naturally hover at the maximum edge of their range when attacking something. Wether this is good or bad behavior is up for debate especially when there is more valuable units behind them. Units also block each other, so having enough of them in the front line likely means they litteraly cannot get past each other to attack the target. If you want to get around this behavior dont tell the units to directly attack their targets; give them a move order past him and they will keep driving/walking, which will bring more of them in range. They can shoot over and past each other no problem. Aircraft can be carried by an Astreus. Though i don't do it outside of Fabrication aircraft since its better to build your airforce onsite rather than micromanaging hundreds of Astreii. Otherwise no. There is currently no way to transport sea and air units en masse between planets such as through the teleporter. This is an often asked for feature and may come around with naval units but is unlikely for aircraft. Air would be obscenely powerful if allowed to travel through the teleporter due to their speed coupled with obscene aggregate firepower in a large swarm while ignoring terrain obstacles. Naval has not had a significant balance pass in a very long time. They have their use, but for the most part i find myself preferring to spend my economy in aircraft and orbital. IIRC all keys are rebindable but im not sure the functionality you're going for can be changed (someone more familiar with the control setup please weigh in here). Just know that actions like this have changed between RTS games (Command and Conquer had different mouse commands to PA and even other CnC games) so if you're new to the game, the best advice i can give is practice more and you'll get used to it, like you would the controls of any other video game. This sounds like intended behavior. You have no vision or radar coverage of a unit you intend to kill, so there is no reason a unit should omnipotently know where the enemy has run to if they lose both means of detecting them. Arkyds may behave the way they do since they cannot attack or assist in any way aside from providing vision and radar coverage. I cant say much more than that since i usually have satellites like them hover in strategic spots or patrol all over the place, ive never had them "target" a unit for following since that's a handy way to get them dragged into range of an Umbrella. Funny you talk about them this way since many peoples experience has had them as being obscenely powerful. Im not sure what you're asking for in how to make them useful since by the sounds of it they are outplaying you by finishing off your enemies and commanding bigger economies before you can react. I tend to ignore the subcoms since they make the GW too easy because of their unlimited APM across every planet. If you dislike the idea of playing with a Subcom i suggest ignoring them like i do. Infernos and Booms are anti-commander and structure units. IIRC the commander can outrun or at least match the speed of infernos, but he is in no way meant to fend off an army of them by himself. You should be intercepting attacks like that with other units (namely tanks) which can make short work of infernos from a distance You should clarify if you mean this in pure AI games or against humans as well. My experience with rushers vs Humans has usually meant that in order to get such a monstrous level of units that early in the game they are playing absolute havoc with their economy and putting themselves at large risk of a counterattack. A couple turrets can adequately fend off bot raiding and you have the tools (scouting and radar) to see what direction you're being raided from and the build order of the player doing it. This game is indeed all about units, but its also how you use them. A player focusing all his efforts in one direction against you is going to be vulnerable in other, very exploitable areas. No you cannot pause construction like you can units in a factory. Would be a nice feature to have though. If you're hurting for economy because of a big project just take off all assisting engineers and leave only one to stop the building from decaying. The best unit to leave on is the commander, he's the most efficient builder and the closest you can get to energy-free build power. Yes. Weather intentionally or not the two structures sit comfortably on the same metal spot and draw their maximum output. Having to destroy and replace Mex like in TA was annoying and SupComs upgrade system doesn't fit with the vision of the game. Also watching vids of some of the best players helps alot in seeing cool strats and ways to become better. @ZaphodX and @brianpurkiss are probably the two most prolific youtubers for this game.
Actually, by turning off a builder's power consumption (via the energy orders) you can pause construction of anything, unit or structure.
If you pause a fabbers energy orders while building a structure does it still decay? or does it hold place until you turn the fabber back on and only start decay if you give the last remaining fabber new order?
It does decay. That was behaviour typical of TA and it helped if you just started a building you accidentally started and didn't actually want, if you immediately left it it would disappear pretty much on it's own. To pause it, just leave only the weakest fabber on it and/or have that weakest fabber finish just the structure it is on. You reclaim them. I believe that is still allowed as if they were your own or your enemy's. Have a fabber decay the structure for metal income, then the shell, then build your own. Also, I believe you can build your advanced on their basic and your basic on their advanced, no?
I think tairon meant that the attacking units stops hunting when target is still in sight. I think that it is supposed to be OUT and not OT
Reclaiming an ally sub-commander structure / unit does not work. And you can't stack your mex on their as you describe.
Okay, I recapitulate what I have got to know so far from your answers and reading some more post in this forum: How to guard a unit ? The assist order should work (it is the smart click order). Unfortunately it does not work. I have tried it with serveral different units (as VIP / as body guard). The guards are only a meat shield. They do not copy the attack order of the VIP. I consider this as a bug / missing feature. After some more testing, I will add a report to the ► bug tracker. How to prevent queueing of attacking units? Hmmm, microing units by clicking a pack of units to move right behind the target unit? Does not sound to fit into a RTS with the goal to control hundreds thousands of units at several differant spots / planets in a single theater of war. They will only move to that targeted location and therefore it is too easy to manoeuvrer them out: The target unit has only to go a bit away. Another lack of features. ► bug tracker T2 aircraft / T2 ships stuck forever at their building planet / sea ? So far, they are stuck. I have read in another thread about people argueing about teleporters build in water. But in my opinion that discussion missed the main issue: It is not important to argue about water flowing through the open gate or ships getting stuck in the teleporter when it shuts down. The point is: To compensate the lack of speed / bounding to a rather small area. Aircrafts flying through a teleporter might break game balance: You could push too many units through a teleporter in a short period. But maybe a multi unit transporter with space flying capabilities should be able to transport a bunch of T2 aircraft from one planet to another ... Or the engineers of the future are too dumb (and this was one of the reasons for mankind to go extinct) ► wait for the next updates Mixed up left / right mouse buttons It is messed up. Not configuring the mouse buttons to your own needs: This is is serious lack of comfort I wonder why this have not come up in the beta. Anyway, I hope the UI (and this specific point) gets some improvements in the future. ► bug tracker How to follow / hunt a unit ?"An attacking unit does not hunt another unit until the target is destroyed or out of sight: They reach the spot of the enemy unit where it was when the order was given. But then they stand still." I record this behavior as too micro intense for this game. It is like the not automatically surrounding attackers. I will fill a bug report for this, too. ► bug tracker SubCom in GW a bad joke ? A few possibilities: Nuke them. Drop the cards if not needed Watch the show and do something else while your SubComs play PA on their own Write a report with a request to allow reclaiming / deleting of their units. Hope for the best that the SubComs are still WIP and there will be the possibilty to give them orders in the future. ► wait for the next updates ► bug tracker More strategies than rushing? It looks like the majority in this forum does not think a single tactic is a bit less But maybe this will change after some time: A few updates later with balance changes could allow other strategies ... Or after playing the rush card a hundred times the desire for variety has grown a bit more. ► wait for the next updates How to pause construction of buildings ... ?*Sigh* Selecting a group to turn their nano building off and a moment later select a single builder of this group to un-pause it again? Seriously? ► bug tracker Max output of metal spots? It looks like this double building process is intended. It would have been nice to emphasize this by adding a T3 extractor in the UI: To order a fabber to build a T1 and a T2 extractor in succession to avoid the sometimes long and dangerous trips in the countryside. ► It's okay
Did you specifically not read Crembels' bit about rushing? It is a viable tactic, yes. You can also defend against it. As in most RTS games, if the rush doesn't succeed, that player probably has some catching up to do. If all you have is a commander to defend itself and they come over the horizon with 12 infernos or whatever, you're behind. I'm not saying that to be mean, its just a fact. Putting up a few laser turrets fixes the problem and can be done far quicker than building a decent-ish force of infernos. Ahh... Aside from killing the power to the building being constructed, how else were you planning to pause it, if not by telling those specific workers to power down/pause/whatever? Are you wanting a global 'pause building construction' button?
His issue with pausing is the structure starts to decay. I agree if the constructor is still assigned to build something and just powered down the building should remain in its current part built state and not dissolve. It will allow better eco management when you need to divert resources quickly into something else without having to redo all your orders. As for rushing in competitive play, this is purely a result of map design. The common 1 v 1 maps are small with close spawns, so rushing is the optimal build. Play on a larger map, or map with multiple spawnable planets and this isn't the case. The issue with making rushing less effective in close quartets basically requires t1 units to be weakened to the point of being useless in almost all other situations, which just forces a fast tech build.
You can 'pause' building construction by clicking it to build for a split second and then pressing s to stop the fabber. This will reset the decay timer.
Oh yeah, I got that, and I was happy to find out that you can keep them in stasis by shutting off the fabber's power. But he seemed upset that he had to specifically select those builders, which is what confused me Ah, yeah, the rush issue rarely crops up for me, I never play 1v1s, and rarely play single worlds.
This should work, I use assist all the time to force units into tight blobs (makes them more effective except against splash damage). And they all shoot are you sure you didn't mess with their fire commands (hold fire for example). I'm not sure about this one, in my experience inferno's surround and destroy unless it's moving away, inw hich case you use move commands to move past and get in front. No way at all. Yes stupid, I know. Check controls, or alternatively practice makes perfect. You probably misclicking, you have to target the unit itself, click on the strategic icon will not work, you probably inadvertently clicked on the ground, issuing an attack move/normal move. Don't use them if you don't like them. You should always have time to vacate the planet, this tends to lead to much longer games. No, you lose it unless you continue to work on it. You may consider leaving one fabber on it whilst taking off others. Yes. Absolutely.