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Hotkey suggestions


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16 minutes ago, real_tabasco_sauce said:

i think attack move (units only) should take the place of the current attack move. That's the one I can safely say should be done by default.

Can you go into some detail on this one? 

 

16 minutes ago, real_tabasco_sauce said:

I have other changes that are very much just my preference.

Well, let's see them! lol. this thread is for suggestions.

 

39 minutes ago, Stan` said:

Do you have other suggestions of keybinds you set, but aren't set by default in 0 A.D. ?

My personal suggestions currently have no defaults, so I think would be good to be included as defaults unless someone else has a better suggestion.

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  • 1 year later...

Hotkey 1) Split unit by 1/2 = Alt + Z
Hotkey 2) Split unit by 1/3 = Alt + X
Hotkey 3) Split unit by 1/4 = Alt +C

Usage:

10 woman are ordered to make a field.
Use hotkey 1, the remaining 5 will make another field.

30 spearman, I have 3 ways for the enemy to enter my territory.
Ordered all to go to location A
Using hotkey 2, remaining 20 will go to location B
Using hotkey 1, remaining 10 will go to location C.

Nuance/Problem;
- If number is odd say 3/7/11/101, and then I hotkey 1, I guess the expected selection will be rounded 2/4/6/51.
Add a setting to not round the number for those who want even number of units. or make it default if the number is higher then your choice.

- What about having units comprising of 2 types in the mix. simply separate the entity then in (group1)x1/2 and (group2)x1/2.
If I had 3 different types= do the following above but (group)x1/3 instead and so on and so forth.

- Heroes are always included in the first divide just to avoid coding/math shenanigan, if you don't want to include them, just exclude them first.
For example I have hero + 10 spearman, hotkey 1 = 5 spearman + hero will be in my control.
Or... just add setting to always exclude them from getting divided. like I have 5 spearman controlled. Hero will need to reselect again to regroup later on.

So to put in my peanut brain of a scenario(using odd splitting setting+Hero exclusion setting); 3vs3, both my allies need help;
1 Hero, 25 Arthenian Hoplite, 25 Arthinian Slinger Militia, 25 Cavalry Javavalineer, 25 swordsman = 101 units.
Selected all to march towards my enemy, then hotkey 3, 6/6/6/6=24 units are selected to sent to Ally A.
Return select remaining 76, hotkey 2,  7/6/6/5=24 units are selected to sent to Ally B.
My 52 unit + Hero is now in battle against the enemy. what are those remaining 2 you might ask?
It can be either arthenian hoplite or champion hence my explanation below.

Another nuance.
- Should I have my weaker unit or stronger unit to be in the main battle, make it another setting,
for my preference weaker unit would go for allies so I can win with stronger tier units on my side.

So in conclusion, this hotkey will help make micromanage easier and make things more competitive...
There could be 2/4/8 battles happening from splitting units in 1v1.

 

Edit: More hotkeys; Stance[Violent to standground]/Formation/Building/Hero hotkey.

Edited by Tapothei
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The more i think about it, the more I think we could just remove auto-attacking building all together. Like units do for Gaia buildings basically : don't do anything unless specified.
Maybe since some cite the case where you could want units to start attacking/capturing everything nearby, violent stance would restore this poking holes in all nearby building with your spear for 40 min behavior.

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28 minutes ago, real_tabasco_sauce said:

This problem should be no more in R28. They will only continue attacking buildings if you explicitly told them to attack or if there is no other unit available to attack.

Yeah! I was trying to find the PR bc i believe that was merged but at that moment I couldn't join gitea ( sometimes is like the css doesnt load and I see the web in text mode....) . I wanted to check if units will still attacking buildings if attack move is used and they find a building while moving or if they will only attack buildings when reaching destination and there's no unit in range

Edited by guerringuerrin
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1 hour ago, real_tabasco_sauce said:

This problem should be no more in R28. They will only continue attacking buildings if you explicitly told them to attack or if there is no other unit available to attack.

Siege machines will still attack buildings though, right?

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53 minutes ago, guerringuerrin said:

( sometimes is like the css doesnt load and I see the web in text mode....)

I have this too sometimes.

54 minutes ago, guerringuerrin said:

I wanted to check if units will still attacking buildings if attack move is used and they find a building while moving or if they will only attack buildings when reaching destination and there's no unit in range

Attack move is the same. So if your units run into a building on their way, they will seek to attack it until a higher preference target is available.

2 minutes ago, Perzival12 said:

Siege machines will still attack buildings though, right?

yes because their preference is for buildings, except for bolt shooters.

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6 minutes ago, real_tabasco_sauce said:

I have this too sometimes.

Attack move is the same. So if your units run into a building on their way, they will seek to attack it until a higher preference target is available.

yes because their preference is for buildings, except for bolt shooters.

Okay, I remember the code for that, just checking.

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Oh... I misunderstood, I thought we were making new keybinds.
Anyways... My keybind preference for now is: [Name (Default) > Preference]

Show Status Bar (Tab) > Period
Select Next Idle Unit  (Period) > Tab
Attack Move(Unit Only) [Ctrl + Q] > Ctrl

Push Order To Front (Null) > R
Reset Camera (R) > Ctrl + R
Call To Arms (Null) > Q

Patrol (P) > Ctrl + Q
Order One Unit (Alt) > E
Back To Work (Y) > Ctrl + E

Select Non Military Unit (Alt + Y) > Ctrl + Alt

At the end of the day rating is just a number, have fun.

Edited by Tapothei
I'll add more beyond 9, over time.
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