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aubergine
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Comments moved from github...

Post by aubergine »

https://github.com/Warzone2100/warzone2 ... f434fcf7b4 :

Does this mean the hold/guard/persue modes have been completely removed? I regularly change the setting depending on what I want my droids to do...

https://github.com/Warzone2100/warzone2 ... 5a85e178ba :

Why not use '.' (a 'full stop') as the shortcut to stop units doing whatever they are doing?

https://github.com/Warzone2100/warzone2 ... 3849fd5d01 :

It would be great if this could be moved to rules.js so that custom situation reporting could be implemented. For example, on eventObjectSeen() we could choose which audio file to play (male or female voice, etc) depending on whether the resource was spotted by a droid or a structure.

https://github.com/Warzone2100/warzone2 ... 75052c9716 :

The eventAttacked() situation reporting should live in rules.js IMHO. Once it matures, we could probably put the Enhanced SitRep mod in there to get really nice situation reporting throughout the entire campaign.

https://github.com/Warzone2100/warzone2 ... bfe12b592d :

Would it be possible to differentiate between BUILDING and SKY_SCRAPER? Reason: Sky scrapers provide better cover for units, especially against ripples.

https://github.com/Warzone2100/warzone2 ... 0be90590cd :

IMHO 1200 would be better -- prevents rush but at least lets you get the basic base structures up, including a tower or two if facing ultimate scav choppers.

https://github.com/Warzone2100/warzone2 ... 9aab53e633 :

Would it not be better to return an array of all labels associated with the object (or an empty array if no labels)? That way the script can decide what to do with the results.

For example:

Code: Select all

if (getLabel(someObj).indexOf("someLabel") != -1) {
  // that obj has the label
}
And you can also do:

Code: Select all

getLabel(someObj).forEach( function(label) {
   // do stuff with label, eg. via a switch statement or whatever
} );
Also, I thought objects could only have a single label (based on my current understanding of addLabel() function)?

https://github.com/Warzone2100/warzone2 ... 1933d7fbc6 :

Would it be possible to also get a getPowerModifier() function? rules.js might setPowerModifier() but unless there's a getPowerModifier() there's no way for AI scripts to know if they are getting the power boost (and if so how much). They could make assumptions based on their difficulty setting, but those assumptions could be wrong if rules.js is modded.

When there is a setWhatever() function there should ideally be an accompanying getWhatever() function IMHO.
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aubergine
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Re: Comments moved from github...

Post by aubergine »

I've just tried a recent 3.2 master build and see that the secondary orders have indeed been removed.

While there is now a keyboard shortcut for telling units to hold, from what I can tell it's only a temporary hold - it merely stops them doing whatever they were doing at the instant the shortcut is used, it doesn't actually make them hold position.

As such, there now seems to be no way to tell droids, particularly sensor droids, to hold position and stay exactly where they are. They will always give chase to nearby enemy units, thus getting themselves within enemy sensor range and destroyed.

Any chance we could have "hold position" back?
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Per
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Re: Comments moved from github...

Post by Per »

There are two new(ish) primary orders that are far better than the old non-functional secondary order:
'h' - hold position until given a new order.
's' - stop doing whatever it is doing.

(The actual hotkeys mapped to these orders may vary depending on your keymap settings. Delete your keymap file to get default values.)
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Re: Comments moved from github...

Post by aubergine »

Yes, I saw the hotkeys, however that still requires a lot of extra micro.

With the "hold position" secondary order, I could set it and it would be remembered. Thus, with a sensor droid for example, I could tell it to hold position then order it to a new location, safe in the knowledge that once it reaches that location it will "hold position". It meant that sensor droids didn't go roaming in to enemy sensor range when they reached their destination.

With the new system, I have to move the droid, wait for it to arrive at destination, then issue hold position keyboard shortcut with that unit selected. That's a lot of extra micro compared to the old way of doing things.

Also, how do I set firing ranges? I used to always put certain units on "fire at long range", in particular VTOLs. Now, however, it seems everything is locked to "fire at medium range"?
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Per
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Re: Comments moved from github...

Post by Per »

Everything is now fire at long range.

If you always set sensor droids to not go roaming, then perhaps there is something wrong with sensor droids that should be fixed for everyone, rather than adding a hack for a selected few to avoid this problem?

Generally, we should plan to make this game work better for everyone, not hide problems by having hacky workarounds for power users. The alternative is that this game slowly slides into oblivion.
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Re: Comments moved from github...

Post by aubergine »

I only set the sensor droids to not go roaming on specific occasions, such as when they are very close to enemy base and even moving a tile or two would mean certain death for them, or when they are in a very specific place that gives height advantage (good visibility) whilst at same time some terrain cover. If they are out in the open battle field, I allow them to roam. That's why I liked the pursue/guard/hold settings so much.

As for firing range, good to hear they are all set to long range - that's much better :)
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Re: Comments moved from github...

Post by aubergine »

On Master, where the droid/factory settings have been simplified, would it be possible to move the retreat setting to the top of the panels? I use it much more often than the attack setting (fire at will, etc).
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Re: Comments moved from github...

Post by aubergine »

Some more gripes about removal of position stance (pursue, guard, hold position):

* Repair droids, particularly cyborg mechanics -- I often want them to hold position or guard position, yet somtimes I want them to chase after damaged units. I'm really missing the stance setting on repair droids!
* Normal droids in strategic locaitons -- not being able to make them 'hold position' results in them wandering away from the specific tile I placed them in.

Also, in 3.1 branch, I can tell VTOLs to 'hold position' and they land immediately wherever they are. I've found that useful on several occasions, although assuming the new 'stop' shortcut makes them abort their mission I don't have need for that specific scenario any more. (I used to tell them to hold position so they wouldn't randomly return to an old circle mission, that was since cancelled by telling them to return to HQ, after they rearm).
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