I can't seem to select workers and military units with the selection box (glitch?) I think units should be able to pass through unit debris. I've had workers blocked by crashed air units. Maybe a method of automatically reclaiming debris if units comes across it? I also had mineral deposits spawn in canyons and in the middle of walls. Customizable hot keys. The ability to rotate the camera view (Maybe hold down the mouse wheel). Unit indication would be helpful, like different sounds depending on which unit you've selected and different sounds to indicate what orders you've given said unit. I would like to see formation orders. Square, Line, Spread out, Box etc. I would like it if air units would fly in circles by default, they weren't in my play through. I would like to see more explosive animation for building destruction. I would like to see markings inn the ground where air units crash (if only temporary). An idea I had was shield generators. They could use energy/per second to recharge, just give them more damage per second and the fall eventually, or you could send units through the shield to take out the generator That'l be it for now, If I notice any more I'll just chime in.
**Puts on straw hat and Striped Jacket** ♫ Alpha ♫, ♫ Al-pha ♫, ♫ Al---Pha ♫, ♫ Al... ♫... Hmm, I need a Tenor. I can handle Baritone or Bass. Anyone interested in Leading?
I can join, pehaps we can make a nice quartet, the thing I'll add to the discusion though is that some requests here are already attainable through mods and it would be reasonable to head on over to the mod section and check out the hotkey mod (called key mapping) for example, one of the two guys working on it is the one who made the hotkey mod for FA. (If I'm not uterly mistaken)
I think the OP is just trying to point out any bugs he's seen. His only crime is not checking the forums first to see whether such bugs have already been reported. That's purposeful. In all modern RTS games if you drag a selection box containing both military and economy units only military will be selected. Just so that your defenseless base builders don't end up marching off to war. Again, on purpose. Wreckage was very important in TA both due to its effect of blocking units and also the reclamation of metal. Either use the hotkey mod (hotkeys will no doubt be added to vanilla later) or order an engineer to patrol your base. This is just an alpha bug. Uber is no doubt already aware of this and it will be fixed. Alpha. Not yet implemented but will be. Alpha. See above. And again. There's a theme developing here. Got bored. As above. Careful what you say, this is quite the point of contention. There will not be shields of the umbrella/bubble variety seen in previous RTS games like SupCom and the like. Neutrino has expressed the desire to tinker with some re-imagined ideas for shields (for example possibly directional ones or something). A lot of people here (myself included) feel shields are unnecessary, but there are an almost equal number of people who are of the opposite opinion. Let Uber work it out. They'll do a good job. One final point: please in future search the forums before posting. Everything here has already been mentioned elsewhere (if someone feels like adding links to this post please do - it's late and I'm tired and can't be bothered), so please check for other similar topics before starting your own.
Noted. I'll try to direct my bug finds elsewhere. I need to be able to select both at once for certain strategies, I can't think of any other RTS that does this intentionally. I know but it didn't feel as tedious to clean it up as it does here. Maybe a by product of alpha.
Supreme Commander/Forged Alliance. What is your strategy? In 6+ years of SupCom I've never heard or seen anything that needs that as a requirement. Mike
When the opportunity presents itself I place turrets and/or artillery close enough to my enemies base, as a method of annoyance mostly. Or maybe to establish a forward base. However my workers are exposed whilst building so I have various units escorting them. I know I could just select my worker and military escort separately, but in the RTS games I've played in the past (Age of Empires 2, Starcraft, C&C, Kingdom Under Fire, Homeworld etc) such things where unnecessary.
I still don't see how it's a requirement, if anything it'd be a detriment to trying to commander the escort units while the engineers are building, you'd spend more time making sure the Engineers are still working than the time 'saved' by trying to command them all at once. Don't forget that in TA, SupCom and PA that engineers aren't "locked" to their project like they can be in other titles, so with wanton boxing you could accidentally interrupt you various projects. I believe this is the root cause for the change to the selection behavior. Mike
i often achieve the same thing by selecting the attendant units in advance and assigning them an "assist" order on the constructor in question (in the absence of a guard order). they then follow the constructor around as required.
Good shout stormie. If you really want to select a group of miliraty units and engineers at the same time, you could always group them.
As long as it doesn't hit the top Tenor ranges, I could fill in. Though I'm not sure I classify, seeing as I'm living the Alpha dream through the back-end of a youtube screen