Author Topic: Sniper turrets  (Read 1119 times)

Offline soMe_RandoM

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Sniper turrets
« on: August 04, 2010, 07:38:27 am »
i didn't really know where to put this but.
my problem is that with sniper turrets (spiders) i made them prioritize bombers in early start in game. but now i want them to attack anything since there no more need and due to this problem 300 ships where allowed to get pass my Ring of Death (Basic + MRS Turret Capped) near the worm hole and they went for my command station. i just want the turrets to attack anything they can not bombers anymore since they aren't the problem know since i got 3X shield booster 2 mrk 1 shields MRS other stuff . and i simply want there prioritize to be reset any way in doing so without destroying the turrets? as currently low on Credits :D. mind u the bombers are Core + 145 Core Frigates and yes it is that AI.
hope some one can tell me what to do to get them doing what they did when they where first made.
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.

Offline keith.lamothe

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Re: Sniper turrets
« Reply #1 on: August 04, 2010, 07:50:33 am »
Ah yes, this isn't terribly well documented (though I think it is documented somewhere), but the "End" key issues a pretty thorough "Stop" order, clearing all orders (movement, targeting, etc) from the unit as well as preferences and modes like auto-explore and frd.  Sorry about the inconvenience :)
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Offline Buttons840

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Re: Sniper turrets
« Reply #2 on: August 04, 2010, 12:47:38 pm »
Ah yes, this isn't terribly well documented (though I think it is documented somewhere), but the "End" key issues a pretty thorough "Stop" order, clearing all orders (movement, targeting, etc) from the unit as well as preferences and modes like auto-explore and frd.  Sorry about the inconvenience :)

Yet another secrete key combination.

Also, sometimes if you press e, r, q, x, and p, at the same time while issuing a move order, and then immediately press F3, y, and the left control key, you can get fortresses to move though wormholes.

Offline keith.lamothe

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Re: Sniper turrets
« Reply #3 on: August 04, 2010, 12:51:17 pm »
But it's not a secret key combination! It's only one key! ;)

And it is in controls.txt and the in-game controls listing, for what it's worth.  It doesn't say that it also cancels target-preferences from previous explicit attack orders, though.
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Offline Ktoff

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Re: Sniper turrets
« Reply #4 on: August 05, 2010, 04:03:52 am »
But it's not a secret key combination! It's only one key! ;)

And it is in controls.txt and the in-game controls listing, for what it's worth.  It doesn't say that it also cancels target-preferences from previous explicit attack orders, though.

Don't try to talk your way out of this :-)

The abundance of hotkeys is one of the reasons i have trouble hooking my friends to this game.

"wait...how did you put your ships into frd?"

On a side note...I haven't found FRD in the context menu. Wouldn't it make sense to include this command there too. And while we are at it, why not the stop command too.

I really like the hotkey system, but for beginners the context menu might really help. Especially if you put the hotkey next to the command.

A context menu a bit like this extremely bad mock-up:

------------------
*   FRD [v+lclick] *
*   Stop  [end]    *
*   Exit              *
------------------

Offline Spikey00

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Re: Sniper turrets
« Reply #5 on: August 08, 2010, 02:44:50 pm »
Yet another secrete key combination.

Also, sometimes if you press e, r, q, x, and p, at the same time while issuing a move order, and then immediately press F3, y, and the left control key, you can get fortresses to move though wormholes.

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Offline soMe_RandoM

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Re: Sniper turrets
« Reply #6 on: August 09, 2010, 02:31:55 am »
thnx END key does work and reset everything :D
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.