can't queue multiple landing pads for buidling
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UrbanVoyeur
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can't queue multiple landing pads for buidling
I can't seem to queue multiple landing pads for building. If I control click at several points, the truck builds the first one, then just visits the other places as though they were way points.
Is this a "bug" or the way the feature always worked?
Is this a "bug" or the way the feature always worked?
Re: can't queue multiple landing pads for buidling
You do need to reselect the rearm pad from the build menu for each next pad. Plus I think shift ought to be used (although I'm not sure).
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- lav_coyote25
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Re: can't queue multiple landing pads for buidling
no - this is the way it always been. i believe the reasoning is this - if there is a lump or hill anywhere near where the pad is to go... it will give with the red cant build here signal ... and also they need to be at least 1 space away from each other as well as buildings / wells / etc... can be built next to bunkers and hardpoints...keeping in mind the 1 space away rule for the pads.. ;D
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
Re: can't queue multiple landing pads for buidling
maybe someone should think of implementing it. It sure is something that has bugged me for a long time.
Re: can't queue multiple landing pads for buidling
Agree! "Strip-building" artillery, defenses and walls is one of the prettiest features in WZ. Too bad it doesn't go for buildings.Hatsjoe wrote: maybe someone should think of implementing it. It sure is something that has bugged me for a long time.
The reasoning behind this cannot be that different from weapon structures. Ok, so it would have to check a four, six or nine squares per building and calc an empty line between them, so what. If any of the buildings on the strip doesn't fit, go red, and that's it.
Re: can't queue multiple landing pads for buidling
yeah, i agree that strip-building normal structs would be fairly easy... a useful clarification of the logic that thedaze mentioned: it would be optimal for any non-fitting placement to reset the placement at the nearest possible location afterwards (so that there aren't sometimes as much as 3-tile gaps just to keep the pattern). in other words, place buildings as close together in a line, at a minimum of side-length + 1 distance from the previous placement.
also, being able to drag and build a rect of structs would be useful (as well as trucks keeping themselves from getting trapped).
also, being able to drag and build a rect of structs would be useful (as well as trucks keeping themselves from getting trapped).
Re: can't queue multiple landing pads for buidling
Hmm.
Strangely enough, in the 2nd Campaign, in one of the Collective's bases, there's a few pairs of landing pads that are lined up directly next to eachother with no space.
I think this occurs in the one where you have to destroy the nuclear reactor.
Strangely enough, in the 2nd Campaign, in one of the Collective's bases, there's a few pairs of landing pads that are lined up directly next to eachother with no space.
I think this occurs in the one where you have to destroy the nuclear reactor.
- lav_coyote25
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Re: can't queue multiple landing pads for buidling
then those were placed by the person that designed that particular map.... try placing two side by side ingame.... is impossible.
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
Re: can't queue multiple landing pads for buidling
Actually with the way pathing works in this game i would like to see building set to minimum 2 squares distance or more acuratly every building reserves its OWN 1 unused square in every direction.
im very tired of AI players trapping themselves in their bases and also unit heading to the front line and units heading back for repair blocking each others path because of building bottle necks.
i know some ppl would say 'just build further apart' but that gives me a tactical dis advantage over others. plus if all players and AI had to follow this rule...map makers would soon adapt to the new trend...
Oh and while im being a groucho, i wish we could 'strip-build' defences diagonaly!!!
im very tired of AI players trapping themselves in their bases and also unit heading to the front line and units heading back for repair blocking each others path because of building bottle necks.
i know some ppl would say 'just build further apart' but that gives me a tactical dis advantage over others. plus if all players and AI had to follow this rule...map makers would soon adapt to the new trend...
Oh and while im being a groucho, i wish we could 'strip-build' defences diagonaly!!!
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VGA:Nvidia GeForce GT 220
Driver in use: 6.14.12.6658
CPU: AMD Athlon 64 X2 Dual 4200+
RAM: 2 x DDR-II 1GB corsair
OS: WinXP sp3
- lav_coyote25
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Re: can't queue multiple landing pads for buidling
well, you can, sort of, if your patient.... strip 2 move up one, strip 2 move up one...etc.GiGaBaNE wrote:
Oh and while im being a groucho, i wish we could 'strip-build' defences diagonaly!!!
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"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
Re: can't queue multiple landing pads for buidling
One of the features wz2100.net took out when they were cleaning out the code is to have the build menu pop back up automatically when queuing. While its not that important it's still nice to have. Also, you guys were talking about modifying the AI? or modifying the game code to allow structures to have to be placed 2 blocks from each other?
[EDIT]
Apparently they didn't take it out...
http://wz2100.net/forum/index.php?topic=764.0
[EDIT]
Apparently they didn't take it out...
http://wz2100.net/forum/index.php?topic=764.0
INTEL PENTIUM4 2.66GHZ PROCESSOR
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2GB DUAL DDR PC3200 SDRAM
RADEON X1600 512MB AGP GRAPHICS CARD
WINDOWS XP HOME EDITION SP2 OPERATING SYSTEM
