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 Post subject: Feature Idea: Unit Hierarchy Again
PostPosted: Jun 26 2008 
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Joined: Jul 26 2005
Posts: 160
Hopefully this is a more workable version. The problem is that while fighting large battles on multiple fronts, it becomes difficult to see what is going on and separate major attacks from minor skirmishes. Also, while I would love to use hotspots, I want to pick what goes where. So with that in mind, here are some suggestions:

1. Allow the creation of HQ units.
2. A non-HQ unit can be associated with 0 or 1 HQ units.
3. When an HQ unit is moved, we have the option of having all other units that are associated with the HQ move as well. This can be formation move or shift-click move.

Non-essential, nice-to-have addons to this:

4. An HQ can be saved as a template.
5. An HQ template can be selected as a build option (i.e., it will queue up all the units that comprise the HQ's formation).
6. An HQ can be hotspotted somehow. What this means for gameplay is that I can hit '1' or something like that and the HQ hotkeyed as '1' will be selected and the screen will center on it. Alternatively, allow us to use something like the TAB key to cycle thru HQs.
7. Some sort of visual display or list that shows all your HQs and their percent health (or other useful stats) and a quick visual indicator if any of the units in that HQ are under attack.


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 Post subject:
PostPosted: Jun 26 2008 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16497
Location: BattleGoat Studios
There are plenty of threads about Hierarchy already, please help us reduce forum clutter by searching for existing threads before starting new ones.

The largest thread about hierarchy is here

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Chris Latour
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