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Restore the pursue, guard, and hold secondary orders #263
Like how it was years ago.
These patches additionally:
These patches should be thoroughly tested before being merged. Not that I haven't but there is a lot to test and I might have missed something.
A VTOL would always "pursue" something outside its cicle/patrol distance checks. Although this is useful, it can also be useful to make them stay closeby to where they were ordered to patrol/circle, which is what the default guard state will do now. This behavior applies to non-VTOLs also.
Units would break out of guarding automatically and start attacking (DORDER_ATTACK). This prevented units from only moving a few tiles and instead chased whatever came into weapon range much like a player actually clicked on an object.
- Show the correct buttons. - Set the pursue, guard, or hold secondary order onto the droids.
For those wishing to test this on Windows, here are links to builds with this PR applied:
A number of users have done testing of this patch, but I think the best chance for it to get widespread testing would be to roll it into a 3.3.0_beta2 (especially for testing in multiplayer games).
From the forums:
Since the impact to the default state is minimal, and this addresses one of (if not the) chief complaints from users (68 votes to 4) that prevented upgrading to newer versions - while also fixing bugs / edge cases that existed in the prior secondary unit orders code - I'd vote for merging it for a beta2, and getting some exhaustive feedback from multiplayer games.
It would be very easy to revert this PR (if desired), but we simply won't get the kind of exhaustive testing & feedback needed without rolling this into some sort of (beta) release - whether now or later.
For some reason a guarding unit, that has a rotating weapon, can get stuck unable to attack anything unless explicitly ordered to do something such as moving. Seems rather hard to reproduce (it is also present in 3.2.3). The guarding unit needs to be returning to position, if it moved too far away, and then something has to quickly enter its weapon range as it completes that action. Or something like that.
Don't know what is causing this yet. In the mean time, this hack seems sufficient enough to get them attacking again.
* remove unnecessary fuzzy flag * add translation of structure limit screen title * reinstate translation of hold, pursue and guard orders * add translation of commander limit messages * reinstate translation of range orders * fix format specifiers in map transfer messages Refs b00b17c Refs ticket:4871 Refs Warzone2100#263 Refs Warzone2100#329 Refs Warzone2100#314 Refs Warzone2100#392 Fixes Warzone2100#402
* remove unnecessary fuzzy flag * add translation of structure limit screen title * reinstate translation of hold, pursue and guard orders * add translation of commander limit messages * reinstate translation of range orders * fix format specifiers in map transfer messages Refs b00b17c Refs ticket:4871 Refs #263 Refs #329 Refs #314 Refs #392 Fixes #402