View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0021649||AI War 2||[All Projects] Gameplay Idea||Sep 14, 2019 10:17 pm||Dec 18, 2019 6:45 pm|
|Product Version||0.889 Reticulating Those Splines|
|Fixed in Version||1.018-1.021 Methodical Achievement|
|Summary||0021649: Add "Attack target type" command|
|Description||I'm finding that I can get into fights on planets where one particular ship type is chewing up another ship type and I want it to stop. Pausing and manually chaining attack orders is a pain, especially if some enemy units are overlapping. I keep wanting to use "ctrl+click" to order my ships to attack everything of a particular type.|
Expected behavior would be:
1) Select my ships to fire with
2) Ctrl+RightClick on enemy ship
3) All selected ships do search for the "closest" target of that type from their current position on planet.
4) If two of these orders are chained, next closest is added each time (not sure if this will be productive very often, but I don't see a reason to disallow it)
Hopefully, processing a search like this won't be prohibitively expensive computationally.
|Tags||No tags attached.|
||Other solution is to add such a button on extended fleet order menu, as always. Add smth like "priority list of targets" to a ship line.|
||I thought this was already a feature?|
Simply right-clicking an enemy unit stores it as the preferred target for all selected units (and should be inherited by newly built units if the flagship is in the selection, I think). I believe this is cleared when giving a regular movement order, but not sure.
Watch the tooltip for a unit after right-clicking an enemy, you'll see the preferred target there.
||I think it stays even after you give movement orders. If not, that's an accident.|
||@x4000Bughunter Is there no way to revert them to "normal" behavior then?|
I honestly don't recall. I think maybe toggling hold fire mode on and off again? But I'd have to check the code (or someone else feel free to).
This was a relatively recent addition.
||@x4000BughunterAny news about how to revert to "normal" behavior?|
(reposting to have a proper "@ notation")
@x4000Bughunter Any news about how to revert to "normal" behavior?
Issuing a movement command should revert them:
public class GameCommand_MoveManyToOnePoint : BaseGameCommand
if ( orderFom == OrderSource.HumanPlayer )
entity.PreferredEntityTypeDataForTargeting = null;
This seems like reasonable behaviour to me. Is there any need for this bug report?
||I guess someone needs to verify it works, and then we need to document the whole thing somewhere if maybe Peter or someone else wants to write a brief in-game wiki-thing entry.|
||Essentially even I didn't remember it worked this way, and I'm pretty sure I coded both bits. ;)|
||I've added an in-game tip explaining this mechanic|
|Sep 14, 2019 10:17 pm||overzot||New Issue|
|Sep 15, 2019 7:47 am||arsdor||Note Added: 0053107|
|Sep 15, 2019 10:19 pm||BadgerBadger||Note Added: 0053122|
|Sep 16, 2019 12:04 am||Asteroid||Note Added: 0053123|
|Sep 16, 2019 9:23 am||x4000Bughunter||Note Added: 0053126|
|Sep 16, 2019 12:37 pm||Asteroid||Note Added: 0053141|
|Sep 16, 2019 3:48 pm||x4000Bughunter||Note Added: 0053152|
|Nov 10, 2019 3:05 am||alocritani||Note Added: 0054487|
|Nov 10, 2019 3:07 am||alocritani||Note Added: 0054488|
|Dec 18, 2019 6:15 pm||BadgerBadger||Note Added: 0055053|
|Dec 18, 2019 6:15 pm||BadgerBadger||Status||new => requires feedback|
|Dec 18, 2019 6:21 pm||x4000Bughunter||Note Added: 0055055|
|Dec 18, 2019 6:22 pm||x4000Bughunter||Note Added: 0055056|
|Dec 18, 2019 6:45 pm||BadgerBadger||Assigned To||=> BadgerBadger|
|Dec 18, 2019 6:45 pm||BadgerBadger||Status||requires feedback => resolved|
|Dec 18, 2019 6:45 pm||BadgerBadger||Resolution||open => fixed|
|Dec 18, 2019 6:45 pm||BadgerBadger||Fixed in Version||=> 1.018-1.021 Methodical Achievement|
|Dec 18, 2019 6:45 pm||BadgerBadger||Note Added: 0055059|