Three issues

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Pestilence
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Three issues

Post by Pestilence »

Hi guys, I really enjoy the game, I've been playing it for a bit and love it. I just have two issues that I hope are being worked on. I'm sorry if I didn't search thoroughly enough, but I didn't see them on the front page.

First, I use commander units a lot because to me it's more efficient to use them and click one, have all of them, and in the heat of battle I think it's easier. The bonuses provided are nice too. However, sometimes units do not follow the commander. This happens after a bunch are still being repaired and finish up.

Second, the AI pathfinding is at best mediocre. Constantly, if I have units heading to be repaired and units going to the front line (especially when there's like 15 or more), they get into a huge pileup that I have to spend a few minutes sorting. With time constrained missions, this is very frustrating, and is frustrating even without the time issue.

Third, I'd like to have some kind of toggle so if I want to send the commander back for repair because he's gotten damaged, he doesn't take every unit with him. Sometimes, I have 3/4 of my force still capable of fighting, but they're leaving because of the commander, so it becomes a game of trying to get the enemies to shoot at something else.

That is all I have. Thanks for making a great game.
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Ziasod
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Re: Three issues

Post by Ziasod »

i rather builded a tank with a sensor then a commander unit.

guess in some missions where u got just 8 tanks it might be handy. still doubt it doh  :o
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Pestilence
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Re: Three issues

Post by Pestilence »

Ziasod wrote: i rather builded a tank with a sensor then a commander unit.

guess in some missions where u got just 8 tanks it might be handy. still doubt it doh  :o
Getting past that, I still use commander units and I think (personally) they are at the very least a useful part of my forces. The issues and suggestions remain.
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Ziasod
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Re: Three issues

Post by Ziasod »

i don't see any offensive value in them doh  ;D

thid doesn't mean i'm against the option to research it ect.....
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psychopompos
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Re: Three issues

Post by psychopompos »

"sometimes units do not follow the commander"
never had that myself & i use commanders heavily myself also.

Ziasod wrote: i don't see any offensive value in them doh  ;D

thid doesn't mean i'm against the option to research it ect.....
depends on your style of play.
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Pestilence
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Re: Three issues

Post by Pestilence »

By not move, I mean they don't follow the commander. They just stay put. I could be wrong on this one. I have a feeling maybe it has to do with the pathfinding issues.
themousemaster
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Re: Three issues

Post by themousemaster »

Pestilence wrote: By not move, I mean they don't follow the commander. They just stay put. I could be wrong on this one. I have a feeling maybe it has to do with the pathfinding issues.
Singleplayer or Multiplayer?

There is a known bug with Multiplayer in that, after getting the "autorepair" upgrade, a unit that gets damage to the point of retreating will go back to a repair facility and, if it's currently being used, will instead sit around and let the autorepair take over instead.  However, even after the autorepair (as slow as it is) is finished, the unit will not move again.

Ziasod wrote: i don't see any offensive value in them doh  ;D

thid doesn't mean i'm against the option to research it ect.....
You bring them for the same reason you bring a Buffclass in your party when playing an RPG.  Think of them as IKEA units:  they don't make a lot of the damage you do, they make a lot of the damage you do better.
Pestilence
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Re: Three issues

Post by Pestilence »

This is in the single player campaign. And it happens before and after I use a repair facility.