Generals/Zero Hour waypoint question
#1 Guest_Madin_*
Posted 04 August 2005 - 10:37 PM
Is the waypoint system in generals/zero hour really has dumbed down has it seems, or am I just not using it properly? for example: in tibirean sun and red alert 2, you could set up individual waypoints independent of actual units, but it seems that you have to select a unit or group of units and then create waypoints for that unit/group.
Also it seems like you can't loop waypoints anymore which makes patrols out of the question. Lastly, I can't get my units to attack move/guard when moving along the waypoint I've set, which makes waypoints in this game seem useless.
Along with the fact that you can't assign a unit to guard another unit/building i'm pretty disappointed with the level of control that i'm allowed over my army.
#2
Posted 04 August 2005 - 10:45 PM
Since this is the only C&c generals forum I visit, I'll throw my question out here.
Is the waypoint system in generals/zero hour really has dumbed down has it seems, or am I just not using it properly? for example: in tibirean sun and red alert 2, you could set up individual waypoints independent of actual units, but it seems that you have to select a unit or group of units and then create waypoints for that unit/group.
Also it seems like you can't loop waypoints anymore which makes patrols out of the question. Lastly, I can't get my units to attack move/guard when moving along the waypoint I've set, which makes waypoints in this game seem useless.
Along with the fact that you can't assign a unit to guard another unit/building i'm pretty disappointed with the level of control that i'm allowed over my army.
there are waypoints?!?!
the sad truth is they are usless in ZH... and there is an all time low in unit control... but on the Up side ZH still somehow manages to be an excelent RTS. I'm not sure how they managed, but EA still pulled it togeather to be a good game even without patrols (I miss the simple patrol order the most).
there are other mods that, i'm told, bring back unit gaurd orders, there was talk about posibly adding this to contra, but I don't know whats involved. It may not even be posible within the engine.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#3
Posted 04 August 2005 - 11:08 PM
Waypoints are uselless ! But a patrol is something more usefull but i think that neither this is much usefull as GUARD does ! So waypoints are something that is not primary...there are waypoints?!?!
the sad truth is they are usless in ZH... and there is an all time low in unit control... but on the Up side ZH still somehow manages to be an excelent RTS. I'm not sure how they managed, but EA still pulled it togeather to be a good game even without patrols (I miss the simple patrol order the most).
there are other mods that, i'm told, bring back unit gaurd orders, there was talk about posibly adding this to contra, but I don't know whats involved. It may not even be posible within the engine.
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#4 Guest_Guest_*
Posted 05 August 2005 - 12:25 AM
Waypoints are uselless ! But a patrol is something more usefull but i think that neither this is much usefull as GUARD does ! So waypoints are something that is not primary...there are waypoints?!?!
the sad truth is they are usless in ZH... and there is an all time low in unit control... but on the Up side ZH still somehow manages to be an excelent RTS. I'm not sure how they managed, but EA still pulled it togeather to be a good game even without patrols (I miss the simple patrol order the most).
there are other mods that, i'm told, bring back unit gaurd orders, there was talk about posibly adding this to contra, but I don't know whats involved. It may not even be posible within the engine.
I mentioned the pro:gen mod in my suggestion post, it has the guard unit and building function. I'm not sure how hard it was for the mod maker to impliment, but it makes a big difference.
Mech
Zero hour waypoints are useless! old C&c waypoints were not.
Think about it, with the old style system you could automate several attacks at once. You could make a waypoint for each flank, put a couple of teams in formation then in guard or attack move mode have them attack the flanks, while your primary team attcked from the front. You could make a set waypoint for aircraft to avoid anti air defences during an attack. You could set waypoints for your supply gatherers to avoid hazards.
In zero hour im just tired of having to do 10 things at once.
In pro:gen something has simple has allowing one unit to guard another, means that i can send a slow unit off on an attack move, have a variety of units guarding each other and they'll finish off a weakend base, buildings and all, which allows me to concentrate on team three etc. Man I miss the control I had in the old C&C's
Mech you mention the guard mode. The big thing missing from the double click guard ability is the fact that the unit will not attack move to the guard location, which i think is dumb.
#5
Posted 05 August 2005 - 02:17 AM
I mentioned the pro:gen mod in my suggestion post, it has the guard unit and building function.
In Pro-Gen, was the "Gaurd Unit" part of the unit's command set? or was it a hot key like Ctrl-Alt-RtClick?
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#7
Posted 05 August 2005 - 10:32 AM
So do i !!! I never used something else except from guard and sell buttons... Personal control is the best, it may be hard but the best !never used the guard unit or patrol in any of the C&C. i prefer personal control of my army.
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#8
Posted 06 August 2005 - 12:07 AM
Waypoints are uselless ! But a patrol is something more usefull but i think that neither this is much usefull as GUARD does ! So waypoints are something that is not primary...
Actually Waypoints are more useful than "guard" mode.
1: They actually move the units, therefore making them not stationary and harder for planes to hit.
2: They are better than base defences initially due to that you can remove them and replace them with base defences when you want to make the startings of your army.
On a personal note, it would be nice if waypoints were added, but it is not gonna be a thing that dramatically affects gameplay.
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#9
Posted 06 August 2005 - 01:56 PM
In Pro-Gen, was the "Gaurd Unit" part of the unit's command set? or was it a hot key like Ctrl-Alt-RtClick?
"Guard function enhanced - your units can now follow and guard any of your own or allies units by targetting them with the guard cursor"
Thats from the pro:gen read me.
So the direct answer to your question is neither. The same guard cursor that allowed you to guard an area, allows you to guard a unit or a building. The default guard cursor in pro:gen has an arrow in the center to make the selection of units to be guarded simpler.
General reply.
I think its fair to say that any command set that you personally don't use you will regard has useless. My experience with C&C playing LAN games with a group of friends. We were pretty evenly matched, has a result the difference between winning and losing was using formally 'useless' commands like guard area/unit, attack move, scatter (dam that helped in Red alerts infamous tank battles), waypoints etc. If you've never used them, your not going to miss them (duh!) however those of us who are use to the extra command sets, its another story.
I personally blame tibirean sun for making me use ALL the command sets and keyboard shortcuts
#10
Posted 07 August 2005 - 02:45 PM
I should place it into readme too. This feature will be enabled in Contra 004."Guard function enhanced - your units can now follow and guard any of your own or allies units by targetting them with the guard cursor"
Thats from the pro:gen read me.
#11
Posted 07 August 2005 - 03:03 PM
#12
Posted 08 August 2005 - 05:46 AM
#13
Posted 08 August 2005 - 04:51 PM
About 70% is done.
I think its fair to say most/all the design portion is done... most of the units are added. there are some cool features being worked on, some are labor intensive. It'll ship when its ready
I'll be a little suprised if its ready in August, but I think alot more things are planned now then they where when the earlier projection was made.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#14
Posted 09 August 2005 - 10:19 PM
I should place it into readme too. This feature will be enabled in Contra 004."Guard function enhanced - your units can now follow and guard any of your own or allies units by targetting them with the guard cursor"
Thats from the pro:gen read me.
Good work creator!!
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