It would be good, if the courier would return to my commander with a reply, for example: "I have received your request, but cannot do anything about it at the moment." or "Unit X will be assigned to support your left flank" etc. I see the courier moving to the said commander, but then. I send him a courier with message "requesting cavalry support on my left flank". When I send couriers to AI commanders not under my command, I have no idea if they a) received the courier, b) are going to do anything about the issue I sent them.įor example: I am in command of a brigade and to my left is another brigade, under AI control. Just like tracers, they should work both ways.
And the first courier will un-TC the unit while the second one will re-TC it.
Especially in bigger scenarios with lots of subordinate AI commanders it would help a lot, if after clicking the button, the button would change colour to something, indicating that "the order has been sent, but not yet received".įor example when a unit is TCed, and I click the flag button and the button colour does not change, switching back and forth to other units and then back, if I cannot remember I already clicked the button and click it again, another courier is sent.
When I click "attack" stance button, the button remains BLUEish until the commander received the order via courier. What I mean: When I play as corps commander and click my brigade commander, his active stance is coloured GOLD in the UI. When ordering AI subordinates (for example brigade commanders) to change stance (from, say, "defend" to "attack"), the UI gives no feedback that the order has been given before the courier actually reaches the commander. But a few suggestions that would make the experience a little better:ġ) Orders. An example of this is a player cloning a large fleet of Battlecruisers so that each one fires its Yamato Cannon on a different target.Great game, just what I was looking for. In Protoss vs Terran, Zealots are often cloned to attack different Siege Tanks and increase the effect of Tanks damaging each other and Mine Dragging.Ĭloning is also used when a player wants to have a large number of units cast a certain ability on different targets. Zerg users usually clone Scourges so that each pair hits a different target. This increases the speed at which the expansion starts to return profit to the player. When Maynarding workers from an existing expansion to a new one, workers are often cloned so that they each start mining a different mineral patch. This Method requires more preparation and forces the player to re-bind his hotkeys afterwards but the actual cloning process can be done much faster making it more useful for combat situations where the player has to act fast.Ĭommon Uses Worker Cloning Now you can issue a different command to each hotkey starting of course with the larger one to give your units different targets. until you only have two units in your final control group. The principle here is the same but you hotkey each step of the deselection process in advance and use the hotkeys to give the desired orders.įor example while having a group of units selected, you hotkey them all to 1, then you deselect two units and hotkey the rest to 2, deselect two more and hotkey the rest to 3 etc. It's most commonly used for cloning workers. This method is not very fast but uses no hotkeys. You then give the remaining units a different order or target and repeat until all of them have different orders. Then, you hold Shift and click on one (or more) of the icons in the "Selection Panel" in the lower center part of the screen in order to deselect one (or more) of the units. You select a number of units and give them all the same command.