Author Topic: Unit patrolling  (Read 1511 times)

MirceaKitsune

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Unit patrolling
« on: 20 May 2013, 14:13:16 »
I like how in most RTS games, you can select a set of units and control + left-click on different spots to have units patrol there. I'd like to see something similar in MG. So when Control / Alt / Shift clicking multiple locations, the selected units will constantly run between them and loop through the selected "circuit". Glest Advanced has this, so maybe the feature can be ported over from it.

andy_5995

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Re: Unit patrolling
« Reply #1 on: 1 January 2016, 20:46:33 »
I would like to suggest patrolling too.

During patrol, the units will automatically attack when within range of the enemy.

kagu

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Re: Unit patrolling
« Reply #2 on: 1 January 2016, 21:38:59 »
yeah this sounds pretty cool.
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MirceaKitsune

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Re: Unit patrolling
« Reply #3 on: 1 January 2016, 21:51:05 »
Still a feature I would gladly enjoy. Hope the devs can give it some thought eventually :)

Similarly, I wonder if an automatic attack mode could be added. Which would make your units automatically head toward the nearest enemy units and fight them.

djordje12pro

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Re: Unit patrolling
« Reply #4 on: 2 January 2016, 11:40:45 »
This is a must-have in strategy games, yes we need this.

titi

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Re: Unit patrolling
« Reply #5 on: 18 January 2016, 12:43:30 »
We have command queuing but not patrolling. Is there really a need for this or isn't command queuing enough ?

To queue commands hold down ctrl while giving commands. ( morph commands are not queued!!! )
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andy_5995

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Re: Unit patrolling
« Reply #6 on: 18 January 2016, 19:46:26 »
I believe I know enough about command queuing to answer this, but forgive me if I misunderstood your question, titi.

Patrolling will allow continuous movement from all points selected, until they are told to do something different (or die), and automatically attack enemies when in sight.

afaik, this can't be done with command queuing, unless the commands are manually repeated.

Issh

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Re: Unit patrolling
« Reply #7 on: 23 February 2017, 19:24:12 »
Unit patrolling would be a great feature to add in my opinion.

« Last Edit: 23 February 2017, 19:29:25 by Issh »

andy_5995

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Re: Unit patrolling
« Reply #8 on: 23 February 2017, 19:28:17 »
@issh, what you discuss isn't unit-patrolling, but covered in this thread:

https://forum.megaglest.org/index.php?topic=9780.0

Issh

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Re: Unit patrolling
« Reply #9 on: 23 February 2017, 19:30:08 »
@issh, what you discuss isn't unit-patrolling, but covered in this thread:

https://forum.megaglest.org/index.php?topic=9780.0

Thanks, edited post before the boss sees  :P

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andy_5995

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Re: Unit patrolling
« Reply #10 on: 23 February 2017, 20:20:43 »
yah, with unit patrolling, the big difference between that and command queuing:

1. select your units

2. Select 2 points on the map

3. hit patrol

The units will go to point A to B to A to B to A.. And will do so forever until told to do other wise. They can be in just plain "move" mode or "auto-attack" mode.

more points can be selected, for instance if 3 points, then they can move in a triangular pattern

andy_5995

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Re: Unit patrolling
« Reply #11 on: 24 February 2017, 04:45:55 »
I thought of specific examples where this would be useful:

Imagine there are 20 archers standing in one spot. They have a sight range of 15.

But if they were patrolling left-to-right an area of 10 or 20 map spaces, then this would increase their sight range.

When they see the enemy, they start fighting. And because they are patrolling a small area, the other archers in the group would join them in a very short time.

Imagine 3 groups of 20 archers each. Each group about 20 spaces apart. Each group patrols the same area, left-right. If one group engages the enemy, the others are quick to join.

Another more passive example is 10 sticks patrolling in front of 4 bases, where entry points are wide.

In some areas, patrols wouldn't be needed. Where paths are narrow and there is only one entry point, so a single motionless unit is adequate. Other times, patrols would be useful.