There is still no way to move build orders or movement commands. Why is this basic supcom feature still missing? On a multi planet scale the most important thing is to plan your actions which is not possible yet. One misclick and the order is fucked up and you have to do it all over again.
is it realy so basic? because i only know it from supcom and no other rts game i played before ... same with factoryassist of trandports and ferrysystem
At such a scale it should be a basic feature for rts games... Next step is to say, its a small company with a small budget, so dont expect them to include features like this...
I think another thing that this would aid with is knowing what is currently loaded in to a unit cannon - could potentially use the same interface. I know remembering 13 units isn't exactly a challenge but I always seem to forget what I am about to fire.
its a small indydevteam with limited budged .. you should expect things to take more time and priorities being different than you expect
Still baffles me people will complain about the smallest things. I've never had a problem with the questions commands
The smallest things? The game was advertised with advanced control features from the beginning. And beeing able to move/remove your planned buildings and move/attack commands around was one of the most important features from supcom. I know some people accept everything they get, the game would be playable without many features that are already included. But with the knowledge and experience from former games like supcom and ta the devs should have included it already.
Have you thought of the possibilities that they a) don't have the time to do it or b) don't have the money to employ to do such a thing or c) don't have the time or money or large enough group to easily code such a thing?
You know that if you hold down ctrl when clicking on a build icon it moves the unit to the front of the build que right? That is really all you need for this game.
It's certainly a feature that is really needed and that would tremendously improve many things. I think the 2 most useful UI features I am personally missing are: - better control over build queues, as you describe - better control over idle fabbers, idle factories and idle commanders. Both should just be copied from FA in how they work. I think the idle part would be in fact more important than the queue-control stuff. I think the idle part I used in every single game I played in FA. The queue control... not so much. Good to fix a ****ed up long queue, but I don't **** up queues that often. Still the feature is obviously very very nice to have in the moment that happens. I disagree that they should've just "already included" these features. There are many things to implement and it turned out that other things got implemented first. Yes neither you nor me fully agree on the set priorities. But it's kinda hard to set priorities in a way that everyone will agree and we could discuss forever which thing should be implemented first so Uber in the end just has to decide whatever they deem best and live with a bazillion people telling them how wrong they are, no matter what they decide on. That being said I sure want those features and in an arrogant moment I would claim they are not that hard to implement as well. Or should not be that hard to implement at least. So they should have a pretty good return for the invested worktime.
Well first please this is Planetary Annihilation not Supcom so while it may tip it's fedora at it's predecessor this game is not it so don't expect a copy paste. Second, I agree occasionally I do mis-click when I am putting down a bit of production but usually I am careful enough to not have to constantly redo it. Thirdly, please we're all friends here no need to swear I know it can be frustrating when something goes wrong but this is still a very young game so add-ons take time. Dont worry, be happy <3
Like, so many features of PA are essentially still just hacked in features that aren't properly implemented. Things like this are really more like a quality of life improvement. Nice, but, there's a hole in the roof dude.