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HQ attachments

Posted: Thu Jan 23, 2020 7:05 pm
by PvtBenjamin
I'd like to propose that garrisons are the last to be attached no matter the distance from HQ. I find constant manual attachments to be tedious so I usually use the auto. Auto attaching garrisons should be the last resort, basically if no other units are within range. If there is a way to accomplish this please let me know.

RE: HQ attachments

Posted: Fri Jan 24, 2020 12:27 am
by Markiss
I understand your frustration, using auto-attachments usually results in a less than optimum result.

Unfortunately, implementing a customizable auto-attachment system is probably not easily doable, so it is what it is.

Which is why I always use manual attachments, even though it can be a pain in the butt sometimes. I want my rating 8 HQ commanding my spearhead in the critical assault, not my rating 4 HQ. Are you really going to leave that decision to the AI?

Not even close.


RE: HQ attachments

Posted: Fri Jan 24, 2020 8:31 am
by PvtBenjamin
The current auto allocation decision tree is quite simplistic. Given its importance its algorithm should be much more sophisticated than it is, including unit type.

I guess I'll start using auto-assist, just lazy. When you get deep into a game the turns are very long.


I rarely have 4 rated HQs, maybe very late in the game.




RE: HQ attachments

Posted: Fri Jan 24, 2020 11:33 am
by Hubert Cater
Thanks guys and we've put together two key improvements here for the next update, one for the automatic engine attachments, and the second just for feedback help from the game interface in terms of manually assigning attachments more optimally:

- HQ auto and assist attachments will now prioritize stronger units when possible (Tanaka).
- HQ highlights for assist and manual modes will now show green for attached, red for attached to another HQ, and blue for unattached for all applicable units that are within the attachable range (ArtDen, budd).

RE: HQ attachments

Posted: Fri Jan 24, 2020 1:26 pm
by James Taylor
Great feature Hubert, along with the supply HQ highlighting linkage.

SC just gets better and better, thanks to you and Bill.

RE: HQ attachments

Posted: Fri Jan 24, 2020 1:52 pm
by Tanaka
ORIGINAL: Hubert Cater

Thanks guys and we've put together two key improvements here for the next update, one for the automatic engine attachments, and the second just for feedback help from the game interface in terms of manually assigning attachments more optimally:

- HQ auto and assist attachments will now prioritize stronger units when possible (Tanaka).
- HQ highlights for assist and manual modes will now show green for attached, red for attached to another HQ, and blue for unattached for all applicable units that are within the attachable range (ArtDen, budd).

That's awesome thanks guys for listening to your customers! [&o]

Any way these transport annoyances could be changed?

https://www.matrixgames.com/forums/tm.asp?m=4747003

RE: HQ attachments

Posted: Fri Jan 24, 2020 9:43 pm
by Christolos
ORIGINAL: Hubert Cater

Thanks guys and we've put together two key improvements here for the next update, one for the automatic engine attachments, and the second just for feedback help from the game interface in terms of manually assigning attachments more optimally:

- HQ auto and assist attachments will now prioritize stronger units when possible (Tanaka).
- HQ highlights for assist and manual modes will now show green for attached, red for attached to another HQ, and blue for unattached for all applicable units that are within the attachable range (ArtDen, budd).
Thanks Hubert!

How will attachments to land versus air units be handle in terms of prioritizing stronger units?

Also, will this be done for SC WaW and SC WWI?

C

RE: HQ attachments

Posted: Sun Jan 26, 2020 10:02 am
by BPINisBACK
Hubert,
Can you think about (for future games) to add a "non-playable" row and column to the map.
This is to facilitate to "click" on border hexs. Now, as every hex is "playable" sometimes is difficul to "click" on the last one (at the border).
If the map was "delimitated" by a non-playable hex... the ones which are useful will be easier to select.
Just a suggestion for future games.