What units should be able to Fight?
Posted: 09 May 2013, 13:49
There was an old thread somewhere with a request to remove Fight from the mobile fusion vehicle and other similar issues. So I removed wait, stop and fight from a bunch of units. For example, Energy Storage can no longer stop or wait, and I think everybody agrees with that.
But apparently Fight has a meaning for some units, such as builders. It orders them to proceed to a point and reclaim/repair things along the way. So I put the fight command back tyo all builders. What more units require Fight? Air scouts? Spies?
Note that if you just want to remove the button there's a widget for it: hide commands. It's included in xta but not enabled by default. But it hides the button but leaves the command.
But there's the issue with fight commmand enabled that maybe the average user selects a bunch of units and orders them to fight, and expects this to only apply on units that can actually fight (as in fight with a sword). Maybe also sending a lot of other stuff with this command is confusing.
Here is xta:s hide commands widget for reference: http://code.google.com/p/xta-springrts/ ... mmands.lua
But apparently Fight has a meaning for some units, such as builders. It orders them to proceed to a point and reclaim/repair things along the way. So I put the fight command back tyo all builders. What more units require Fight? Air scouts? Spies?
Note that if you just want to remove the button there's a widget for it: hide commands. It's included in xta but not enabled by default. But it hides the button but leaves the command.
But there's the issue with fight commmand enabled that maybe the average user selects a bunch of units and orders them to fight, and expects this to only apply on units that can actually fight (as in fight with a sword). Maybe also sending a lot of other stuff with this command is confusing.
Here is xta:s hide commands widget for reference: http://code.google.com/p/xta-springrts/ ... mmands.lua