|
Hi,
I get the feeling that the way patrolling works has changed in Phase 2..
I may have been just imagining things and not paying enough attention, but I seem to remember that in phase 1, if I places four patrol waypoints in the shape of a square, the patrolling unit would go round and round in a circle, i.e. when it reaches the last patrol waypoint it goes to the first point and starts over.
As it is now, when the unit reaches the final patrol waypoint, it turns around and backtracks through the whole patrol route back to point 1, turns around again etc..
Has this actually changed in phase 2, or am I just retarded and it has been like this all along?
In any case, personally I would absolutely prefer the first case I describe, because otherwise there is a LOT bigger risk of a patrol-scouting worker getting killed when it reaches the end of the patrol route and does a 180 rather than just continue around in a circle.
|
If you are talking about shift-queueing patrol, in phase 1 that was the case, in phase 2 I have not done any cutesy patrol commands to know if its any different.
|
Yes, shift-queueing patrol, exactly. Which do you mean was the case in phase 1?
|
On July 15 2010 23:01 Tamlin wrote: Yes, shift-queueing patrol, exactly. Which do you mean was the case in phase 1?
In phase 1, if you used shift patrol, your units would go from Patrol1 -> P2 -> P3 -> P4 -> P1, etc, following the sequence, or your square example.
|
You could do both in phase 1. If you clicked directly on the origional waypoint it would circle but if your a little off they reverse direction.
|
On July 15 2010 23:06 v3chr0 wrote: In phase 1, if you used shift patrol, your units would go from Patrol1 -> P2 -> P3 -> P4 -> P1, etc, following the sequence, or your square example.
Ok, so I am not dreaming, and it HAS changed... I really don't like this change. 
On July 15 2010 23:06 DeCoup wrote: You could do both in phase 1. If you clicked directly on the origional waypoint it would circle but if your a little off they reverse direction.
I don't remember having to do that in phase 1 to get them to circle around... In any case I will have to test it to see if it works like that in phase 2.
|
On July 15 2010 23:06 DeCoup wrote: You could do both in phase 1. If you clicked directly on the origional waypoint it would circle but if your a little off they reverse direction.
Thank you for mentioning this, it turned out to be key. 
I tested it out, and here is how it works, if anyone except me didn't already know:
- If the final shift-click patrol waypoint is close to the starting point, they will connect and the unit(s) will circle around, i.e. P1->P2->P3->P1->... Let's call this circular.
- If the final shift-click patrol waypoint is NOT close to the starting point, the unit(s) will go back and forth along the path, i.e. P1->P2->P3->P2->P1->... Let's call this linear.
There are a couple of quirks with this system.. First of all, the starting point of a linear patrol path will be invisible! So in the case of a linear patrol path with three points, only P2 and P3 will have a green marker on them, while in the circular case, all three points will be marked.
Also, if you have a unit in a circular patrol path and shift-click to add another patrol point, the path will change to being linear again and will never again be circular unless you make a new path.
|
|
|
|