Better Truck Queueing Suggestions

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
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KenAlcock
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Better Truck Queueing Suggestions

Post by KenAlcock »

Easier Queued Demolition Orders
  1. Let the user select a truck, click Demolition from the Construction Orders Menu, and click+drag over existing structures to demolish them, similar to how we can click+drag to build them in the first place.
  2. Let the user select a truck, click Demolition from the Construction Orders Menu, and select a wide area of disconnected structures using the blue selection rectangle to demolish all structures in the selection area. (Perhaps a qualifier key should be held down for this.)
Easier Queued Repair Orders
Let the user select a truck, press a qualifier key, and click+drag over existing structures to repair them all.

Enable a Hammer Build Cursor Over Green Structure Holograms
I can't take credit for this idea, but I do like it.
Ai_Tak wrote:It would be nice to be able to tell a truck to join a build already queued up by having the green design be clickable as the hammer build cursor. That way you don't have to re-issue all the exact same build orders (and keep re-opening the build menu) to the new trucks joining the build.
EDIT: New additions

Update Building Towers/Hardpoints over existing walls
  1. Currently, you can order one or more trucks to build a hardpoint or tower over an existing wall. Add the ability to <click>+drag over an existing bare wall to order trucks to build several successive hardpoints on the wall.
  2. Also, display a hologram/blueprint of the hardpoint/tower that will be built superimposed over the existing wall. This would be similar to how a factory module gets superimposed over a factory.
Last edited by KenAlcock on 19 Jan 2010, 03:32, edited 2 times in total.
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Re: Better Truck Queueing Suggestions

Post by KenAlcock »

Enable a Hammer Build Cursor Over Green Structure Holograms

I have attempted to quote all the relevant posts from two different threads related to this one idea. Since the topic was discussed across two different threads with a lot of cross-talk, I have done some minor editing to try to rearrange comments in a sensible conversation flow.
yamar wrote:^ I fully agree. Cheers, yamar.
wakeup wrote:What about ordering another truck before the building has started?
wakeup wrote:I am still waiting since the previous 2 betas, but it still was not solved.

When we order a truck to build something. A semi-transparent image of the building is shown. But if the first ordered truck has not started building the same building, the other trucks cannot be ordered to the same building.

Is it a bug?
Zarel wrote:No, it's intended behavior (although we may change it). To order two trucks to build at once, select both of them, then click Build.
crux wrote:it is a ghost building, since it hasn't started then how is the other truck going to know to help build? Just send it to that area.
wakeup wrote:No, there is no hammer symbol on it.
Assault Gunner wrote:He means place the truck near the ghost building, then when the other truck starts, attach your second truck to the building.
wakeup wrote:Hello,

I know but the thing is before the other truck is started... the other truck cannot be ordered to build.
lav_coyote25 wrote:you can always order the second truck to build in the same spot as the first - try it. xD
Ai_Tak wrote:Yea, but you had to go into the build menu and find the same thing that the first truck was planning to build and tell it to also build the same thing there. Try doing that for more than one structure using queuing (ctrl+click), it won't let you do it.

If you could just use an idle truck and click on the semi-transparent green build plan with the build cursor (hammer) and that truck would assist/start the build it would be a lot easier.
Zarel wrote:Well, that's why you select both trucks before you start building...
lav_coyote25 wrote:all i can say to that is i just tried it - and lo and behold - it works exactly the way i said. i clicked one truck and had it start building. chose another truck some distance away and clicked on him and requested he also build on the exact same spot... the one truck had got there and was building - the second arrived to start building and : aided in the construction of the building requested. dunno why this worked but it did. :)
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Re: Better Truck Queueing Suggestions

Post by Zarel »

Re: Enable a Hammer Build Cursor Over Green Structure Holograms

Really much ado about not much.

We know that it would be better if you could select a truck and click on a hologram. For now, that's not possible, so temporary solutions are to select your trucks before you start building, or order a truck to build the same thing in the same place.

In the future, we may allow you to click on the hologram directly, but for now, that's not possible.
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Re: Better Truck Queueing Suggestions

Post by Berg »

I you order a truck to build over the same green hologram it works if you do not hold down the shift key on buildings
If you require said truck to build over a few buildings you need to hold down shift. Then the new structure turns red and you cant build.
With ground defences holding shift dose not effect it and you can build while holding the shift key.
Last edited by Berg on 19 Jan 2010, 03:30, edited 1 time in total.
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Re: Better Truck Queueing Suggestions

Post by KenAlcock »

I've also noticed that the ctrl+click queuing works differently with defensive structures than it does for buildings. With a defensive structure, I can order Truck A to build a row of defenses left-to-right (by clicking a tile and dragging the selection). I can also order Truck B to build the same row of defenses right-to-left. I also notice that the green hologram will get darker for each truck assigned to build the same defensive structure. This is the ideal.
lav_coyote25 wrote:you can always order the second truck to build in the same spot as the first - try it. xD
This statement is not always true. In v2.3 Beta 7 there are currently two different build queue behaviors; things work differently for base buildings than they do for defensive structures.

Defensive Structure Scenario
  1. Start a T3 single player skirmish game with any map where you get at least two trucks to start off with.
  2. Situate the trucks some distance apart left to right in your base area.
  3. Using the <ctrl>+click method, order the left truck to build two hardpoints some distance apart.
  4. Using the <ctrl>+click method, order the right truck to build two hardpoints some distance apart, where the second hard point is the exact same type and on the exact same tile as the left truck's second hard point.

    Results:
    In this scenario the left truck will build two hard points, and the right truck will build one additional hardpoint and help the left truck out on its second hard point. Use the behavior as a baseline for comparison with the scenario below.
Base Building Scenario
  1. Start a T3 single player skirmish game with any map where you get at least two trucks to start off with.
  2. Situate the trucks some distance apart left to right in your base area.
  3. Using the <ctrl>+click method, order the left truck to build two research facilities some distance apart.
  4. Using the <ctrl>+click method, order the right truck to build two research facilities some distance apart, where the second research facility is on the exact same tile as the left truck's second research facility.

    Results:
    In this scenario, you will not be able to order the right truck to help build the second research facility.
Zarel wrote:Well, that's why you select both trucks before you start building...
This is not always an option. The second (or any other successive) truck might have been previously building something else, as I have indicated in both scenarios above.
Zarel wrote:Really much ado about not much.
This could not be further from reality. While the proposed hammer icon technique may not be the answer, there is still an important issue here that needs to be resolved.

In order to survive or win games, you really have to scramble and try to construct a certain number and priority of buildings and defenses. Things are happening fast and without queued build orders, the AI would surely always win (since he can queue a lot more things and all of them a lot faster we mere mortals can.

Many times, you will issue your first few trucks queued construction orders on the most critical things, which frees you, a mere human, up to set up research, or scout for oil, or whatever. And as new trucks are produced, you will order them to build other things vital to your survival. But whenever a previously existing truck comes free from its previously queued build orders sooner than you expect, you always want to be able to assign it to the next most critical structure in what you want to build. Sometimes that structure is one that another truck has been assigned in its queued build orders.

As previously pointed out, you can order the free truck to build the same structure that is currently assigned to another truck's queue. However as the scenarios above prove, you cannot always order the free truck to build the same structure as part of its own queue of construction orders. This needs to be fixed. Now whether or not you fix this by using the hammer cursor suggestion or not, I personally do not care.
Last edited by KenAlcock on 19 Jan 2010, 03:47, edited 2 times in total.
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Re: Better Truck Queueing Suggestions

Post by cybersphinx »

There has been a ticket about this since quite some time: #307.
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Re: Better Truck Queueing Suggestions

Post by KenAlcock »

What that ticket does not cover is the part that queuing construction orders works differently for defensive structures than for base buildings. Now if we could get base buildings to work like defensive structures, then I'm happy.

NOTE: I've edited the first post and added some other suggestions.
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Re: Better Truck Queueing Suggestions

Post by Zarel »

kenalcock wrote:
Zarel wrote:Really much ado about not much.
This could not be further from reality. While the proposed hammer icon technique may not be the answer, there is still an important issue here that needs to be resolved.
No, by "much ado about not much", I mean we already know that the behavior can be improved, and are already planning on doing so. Discussing it further really won't get it done much faster, so the only thing left to do is discuss strategies of how to live without it.
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