![]() This was resulting in non-intuitive and surprising behaviour when queuing commands. Removing this system results in Megaglest behaving more like other RTS games. For instance, the following are now possible and weren't previously: - Queuing multiple attack ground commands to move along a specific path attacking all enemies on the way. - Queuing attack ground followed by hold position, which is a sensible thing to do if you want a unit to guard a specific area. - Queuing a move command followed by a produce command, if you want to have your summoner summon a daemon at a specific location. The behaviour of queuing the stop command is unchanged, and commands that must be the last in the queue, such as morphing, are still properly replaced when something else is queued. |
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.. | ||
g3d_viewer | ||
glest_game | ||
glest_map_editor | ||
masterserver@fda4f82d1e | ||
shared_lib | ||
steamshim_parent | ||
tests | ||
tools | ||
.gitignore | ||
version.txt |