chaosislife Posted June 24, 2011 Report Share Posted June 24, 2011 (edited) If you first select one of your units, and then the enemy's units you can command the enemy to attack their own structures and units. I still have to check out whether I can use the same premise to cause the enemy's units to delete. Edit: Nope. Edited June 24, 2011 by chaosislife Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted June 24, 2011 Report Share Posted June 24, 2011 Wow, I wonder how that one went unnoticed Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 25, 2011 Report Share Posted June 25, 2011 I cannot reproduce without using the Dev console. Try to reproduce it again, chaos. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted June 25, 2011 Report Share Posted June 25, 2011 I cannot reproduce without using the Dev console. Try to reproduce it again, chaos.You have to use Shift to add enemies to a selection of your own units, then you have control of them all as a group. Quote Link to comment Share on other sites More sharing options...
gudo Posted June 25, 2011 Report Share Posted June 25, 2011 (edited) Oh! Beat me by a few seconds!Anyways, seems to me that this glitch limits the functionality the same as the dev console mode does. You can direct units to gather, build, etc. However, any structure you try and place belongs to you. Additionally, you can select one of your buildings and an enemy building of the same type. Any unit you attempt to train is trained at your building. So you can't spend the enemies resources at least.Fun facts: You can shift+select an animal and issue a move order. The animal doesn't move, but all of your units will dash to the animal's location, as though they were trying to get in formation.It's a super fast way to move troops around. Edited June 25, 2011 by gudo Quote Link to comment Share on other sites More sharing options...
chaosislife Posted June 25, 2011 Author Report Share Posted June 25, 2011 you can also set it as a group with the ctrl + (0-9) to call up later. If this works in multiplayer you could totally screw with your friends by having their allies attack them. Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted June 25, 2011 Report Share Posted June 25, 2011 Re IRC:02:02 < historic_bruno> should enemy units even respond to a command from a different player? regardless of how the UI worksThere should be two layers - the UI should not issue commands to units the player isn't allowed to control (to prevent the player getting confused by the UI indicating things are possible), and the simulation code (Commands.js) should reject any commands that violate the gameplay rules (to prevent cheating in multiplayer by people who modify the UI, and to avoid bugs caused by the command lag (e.g. commanding a unit when the command isn't executed until just after the unit is captured by the enemy)). It sounds like the UI layer is a bit buggy; the simulation layer is not yet implemented at all (since cheating didn't seem important yet). Quote Link to comment Share on other sites More sharing options...
chaosislife Posted July 2, 2011 Author Report Share Posted July 2, 2011 Appears to be fixed now, way to go Ben! Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted July 2, 2011 Report Share Posted July 2, 2011 Don't worry there's still "control all units" in the dev panel Quote Link to comment Share on other sites More sharing options...
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