Desynced

Desynced

Selecting then lasso-ing (RTS QOL)
That would be nice, once you have a unit selected, lassoing should only select units of the same name. This is a feature used in several RTS games and makes isolating a unit type easy (such as combat bots in the middle of various bot types).
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Green Cat Sep 7, 2024 @ 2:35pm 
You do realise those RTS games are battle focused while this one is about automation?

Aka you can Kinda select multiple if you double click but yeah, it's not the same level as you want and I do understand what you mean.

So why do I said what I said?

The idea is to automate everything. Including scouting, enemy, heck, if you use positions and such, even building (aka you don't even place the construction order, it will be automatically placed). Anyways, moving on from this.

A solution. Whenever you create a combat bot, select it and press CTRL + any of the numbers (0 - 9) to save it in said slot (also works with buildings etc). This way, you just press said number to immediately select them. Created a new combat? Again, press number for all previous combat bots, hold CTRL and select new unit/s, and while still holding CTRL, press said number again to update. So now when you press said number, it will hold all said units.

The rest what I will write is more a lecture to anyone who want some basic information, as who knows, maybe it is helpful? If however you don't like reading, just search "things I wish I knew before playing Desynced", Tips and trips, guides because this game as tons of things you can do, yet you might never realise.



--------------------------------- (I wrote a lot of info quickly, grammar issues warning, that includes me forgetting to mention very important key fact because I simple forgot)--------
If you set the build location to an isolated space, you can also always see who you have. If you even want notification, just create a behaviour, that, if any unit is near it, it will send a notification. This way you will be notified if a new unit is ready to be added. If there are even more units, just use signals.Use signals for specific units (not the visual, but the signal that's left most) so said "radar" will only detect if a unit giving said signal is close. This way it won't alert if other units are present. Also using signals you can use beheviour to count how many units there are. Where they are via moving out of the network all you know, then sending a bot, to search for units giving said signal in network only. This way you can find any lost unit, then use the CTRL + number, and never lose them again.

Anyways, from here on I will write as if people just played a few hours. Who knows, maybe it even helps someone?

The automation:
every building can do whatever a bot can except moving. Every bot can do what a building can do but less inventory. Idea is, this is what I mean, in other RTS you can easily select who is who. Here? you need to create filters. As in YOU, and from there on, automate them via programming them to look for said filters and signals

For the Signal, put each unit a different signal. Like this, you can use a radar with behaviour (loop signal match) to find anything that has said signal. This is especially good if you want to deconstruct earlier building to replace them with upgraded versions.

Whenever you want to construct more bots, you can COPY an existing unit. Open the library and save said version so you have the blueprint. Now you can just select said blueprint and create an exact copy of your exact combat bot (mind you, said building needs enough inventory space for all the equipment).

Also, if you take it further, aka actually automate them, create behaviour for the bots. Like I said, if you use a copy version, they will have all behaviour and will also activate, aka will move to patrol or search for enemy or whatever you set them. Like if you use signal, they will be able to move to whatever building or unit give this signal (this is better since you can just set a chain of signals, and unit to patrol).

Speaking of chains: If you click while holding SHIFT, and click somewhere else, and again and again, unit will go in said places in that order. This is very usefully when you want bots to not move off the power field, however this is just a temporary order, and only for the units you have selected.

Anyways, I will finish by repeating what I said: There are 10 slots available, just assign your main units/building there, the rest, should be completely automated. And when I mean automated, I do mean this to include them cycling through different behaviour, doing different thing via making them work in a different channel. Even building doing different material depending what you currently need. <- all that have been covered by many videos and such, with details and more.
BladeofSharpness Sep 7, 2024 @ 7:46pm 
Thank you for the time you put into your answer.

The fact that it is primarily geared toward being a programmable logistic chain game does not mean it couldn't incorporate the staple commands found in many real-time games. It doesn't detract from it, and there are many subtle commands that could be added to improve the quality of life. They just need to play some RTS games a bit, like the shortcut I described, but there are others.

Also, my gaming style—and I know I'm not in the majority here, but still—is to play the game like Factorio with very aggressive and numerous Biters, so a Death World game. I’m using a mod called Resynched to trigger powerful waves of Bugs at random intervals (even though their AI is abysmal). I do hope the Combat update will propose such an option too. It wouldn’t be much for them to add, but it could attract a few more customers. So, an option beyond aggressive bugs, where the bugs are much more proactive and numerous, would be welcome.
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