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Lion.Kanzen

[Updated] List of Buttons[Commands] for GUI session

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Help me to view and Discuss some Commands in control GUI Panel
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Spoiler

Attack Move:

 

causes the selected group to move to a location. If any enemies are encountered along the way, the group will attack that enemy until it is killed. They will repeat this until all encountered enemies are dead, then resume moving to their original destination.
PHAA3.pngtE9Tk.png
RTS: Starcraft 1 y 2, Warcraft III, RoN, EE2, AOM, AOE3, Battle for middle earth, AW: Sparta, and C&C3

done? mostly complete at http://trac.wildfire...com/ticket/1001 only are left a button in GUI


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Spoiler

Town Bell: or Civic Center Bell
which sends all a player's villagers into their Town Center, Castle, or tower for safety.
.
jh6bE.png
RTS where find this command: AOK, RoN, AOM, AOE II, AOEO, Empire earth 2


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Back to the Work

 

Spoiler

back to their last assigned work (i.e. resource gathering) after using them for battle. It's a hassle to reassign them manually each time, so this would be a great improvement, especially because in 0 A.D. it's "normal" to use units for battle and resource gathering.
QB3Ke.png
RTS: AOK,RoN, AOM, AOE II, AOEO, Empire earth 2
Status:done
ticket
http://trac.wildfire....com/ticket/799[/url

]
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Call to the Arms:
calls all citizen units are working forces to fight if your press that button in GUI order to select all Soldiers or citizen soldiers to attack.
All of the soldiers who are gathering will drop their resources off at the nearest dropsite, ready to defend against attackers.
PNaz4.png
Status:Planned
RTS: AOE3
Ticket:#1364


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Spoiler

Search and Destroy: Units will seek out enemies with the sole purpose of fighting them.
ecLQr.png
RTS: EE2


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Patrol: Units will follow a patrol path, engaging enemies that
come within range.
SYUxs.pngyWhbE.png
RTS: RON, AW: Sparta, EE2

@need improve the icons/cursor color.
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Exploring: Instructs the selected unit to automatically explore the unexplored areas of the map. may be its don't needed
Zj41P.png
RTS: Ron, EE 1 and 2.
no all agree with this.
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Follow: The unit will follow a specified unit, this is useful for non military units and don't focus in protect a single unit.
if5Q7.png

RTS: Aok

Its not the same as Escort

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Protect:

Spoiler

The unit will guard another specified unit. for military units and Healers.
bTtGJ.png
RTS: AOK, AOM, Ron, EE2.


____________________________________________________________________--

 

 

 

Spoiler

Capture – Infantry units can be ordered to capture a building from
the enemy.(done)
DWqE2.png
RTS:EE2

 


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uGLWk.png
Attack Ground – Orders the unit to fire its weapon at a specifed
ground location
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Spoiler

Heroes Button: The session UI should have a hero button. When the player has a living hero, it will show the portrait and any useful stats (e.g. health). When the button is pressed, the camera should focus on the hero. The button should appear consistent with the session UI style.
Status: Planned
Ticket:#1802



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Tech Tree Button? (Done)
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Minimap Buttons.

03CV4.png
more info here
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Objetives in the Bar menu

 

 

in standard game can be show info about the map...etc. in campaing about objetives to win

must have a Tab incluidings Hints and Scouts(some rumor that will triggered about the map)

Spoiler

5zR7NpX.png

pINbJpl.png

related ticked: #3263

Edited by Lion.Kanzen
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Attack move: You can add AOM, AOE3, Battle for middle earth and C&C3 too. I think this is one of the most important features that must be in the game.

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Attack move: You can add AOM, AOE3, Battle for middle earth and C&C3 too. I think this is one of the most important features that must be in the game.

thank you, if you now a command for the game, suggest it, this a main list to recopile and discuss.

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Instead of the 'Heroes' button, i'd rather see the portraits of each one. It makes them more than special units, it makes them unique.

Look at them at the top-left corner of the screen here:

warcraft-3-7d.jpg

Add your Suggestion ;)

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KXaLV.jpg

Top left.

Next to the heroes button, why not show the entire (non-garrisoned) population ordered by type. So you can e.g. select all females at once, and garrison them in a safe place. Or select all cavalry at once, and lead them to a battle. Now, there's a chance that you fight a battle, and when it's finished, you see 5 cavalry men standing behind a rock.

When the numbers are shown (just like when you select multiple items), you can also see which types are losing too quickly and retreat them (e.g. if archers got in the middle of the battle).

I also wonder with the patrolling, how would you define the path, or would it automatically be the boundaries of your territory?

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Next to the heroes button, why not show the entire (non-garrisoned) population ordered by type. So you can e.g. select all females at once, and garrison them in a safe place. Or select all cavalry at once, and lead them to a battle. Now, there's a chance that you fight a battle, and when it's finished, you see 5 cavalry men standing behind a rock.

When the numbers are shown (just like when you select multiple items), you can also see which types are losing too quickly and retreat them (e.g. if archers got in the middle of the battle).

I also wonder with the patrolling, how would you define the path, or would it automatically be the boundaries of your territory?

i dont understand this,
all cavalry at once, and lead them to a battle. Now, there's a chance that you fight a battle, and when it's finished, you see 5 cavalry men standing behind a rock.

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i dont understand this,

It's (somewhat) what i suggested in that thread about gameplay enhancement, to select by weapon type. Let's not consider adding this, yet, we'd first need to see how the final interface will look, for too many buttons can be very annoying, as Jonathan said in my thread.

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It's (somewhat) what i suggested in that thread about gameplay enhancement, to select by weapon type. Let's not consider adding this, yet, we'd first need to see how the final interface will look, for too many buttons can be very annoying, as Jonathan said in my thread.

what thread(may be i link it into related topic), and i know is too much buttons but we clear what are most important.

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It's (somewhat) what i suggested in that thread about gameplay enhancement, to select by weapon type. Let's not consider adding this, yet, we'd first need to see how the final interface will look, for too many buttons can be very annoying, as Jonathan said in my thread.

It wil indeed cause some extra buttons. But selecting the hero is a subset of 'selecting by weapon', so I thought it would be logical to include all unit types.

of course, it's up to you to make the decisions.

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good news Pureon, has make the icon of attack move and Mimo makes the patch

00:39 Conjunto de cambios [13206] por Pureon

  • ps/trunk/binaries/data/mods/public/art/textures/ui/session/icons/attack-move.png

Attack move icon

for now is a Commmand not a Button, but Works Very Fine

Edited by Lion.Kanzen

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One thing some one hasn't mentioned; when you select a group of units; at the bottom the units should be numbered (not a bunch of unit cards over lapping one another)

e.g. 30 hoplites, 20 companion cavalry.

Edited by Greek_Basileus

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One thing some one hasn't mentioned; when you select a group of units; at the bottom the units should be numbered (not a bunch of unit cards over lapping one another)

e.g. 30 hoplites, 20 companion cavalry.

That sounds very much like how it's done already :)post-2319-0-28068800-1362493331_thumb.pn

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Okay; my mistake; lol

What Happens? XD.

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never mind, Coming soon the Hero Button must be available to GUI. its one of last changes for the Release of alpha XIII.

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Updated Hero Button

________________________________

here is a little bug when Hero is Garrisoned. and you do double click.

Edited by Lion.Kanzen

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