View Full Version : Back to Star button for geneal, needful inside adventures too !
TheVictorious
17.05.16, 17:12
Hi,
Good that we got finally the back to start button for generals, but why not working inside adventures? really this feature needed to be inside adventures mostly rather than home island.
Plus, I hope I can place general in freed sectors from star menu too, not only in landing spots.
Plus, I hope I can place general in freed sectors from star menu too, not only in landing spots.
I expect we will get that one, one week after the last of the class of 2018 new players reaches level 75.
don't understand why its needed on adv?
TheVictorious
17.05.16, 21:16
don't understand why its needed on adv?
Because some adventures are buggy you need to send general back to home then send back to adventures, or if you want to block you need correct position, or you have limited place so instead of send back some generals then send again to adventure you just place them into star, and so on.
Hi,
Good that we got finally the back to start button for generals, but why not working inside adventures?
Thank you BB for letting me move generals/marshals back to the star menu! :)
(The Marshals were gone so fast they didn't know what hit them)
I agree that it would be nice to also be able to park them in the start menu in an adventure. Sometimes when doing careful positioning you realize you are just a little bit off requiring moving... then moving again. It would simplify that (with the assumption you can place anywhere and not just landing zones). On the surface it would seem the mechanics would be pretty much the same as it is on the home island and also the same as when on an adventure when there is not enough landing zones that's where the extra generals go anyway.
If it's the case that because of the code generals can only be placed on landing zones then doing so on an adventure would have less benefit.
Wait? You can't? I thought that was half the point. I feel like I've done it on test server. Need to try that out tomorrow then. Because right now it's bugging me...(hah!).
Some advs have tiny landing zones and I have several times had to move generals around to open the correct spots. Be nice when the adv bugs out and only 1-2 spots in landing zone seems to work too. Soem adv don't ahve enough space to move first set of landed generals to free those 1-2 good spots.
Wait? You can't? I thought that was half the point. I feel like I've done it on test server. Need to try that out tomorrow then. Because right now it's bugging me...(hah!).
Some advs have tiny landing zones and I have several times had to move generals around to open the correct spots. Be nice when the adv bugs out and only 1-2 spots in landing zone seems to work too. Soem adv don't ahve enough space to move first set of landed generals to free those 1-2 good spots.
Island of the Pirates is a good example of landing zone issues and positioning.
Edit: During lunch I checked an active adventure - the option to move general back to star menu is grayed-out on an adventure.
Could you make that we can return the generals to Star Menu in adventures please? The button is there, but it is always disabled.
Some landing zones are so small. Thus, it will be great if we can put some generals to the Star Menu to make room for other generals.
Merged
Thejollyone
09.09.16, 14:07
As much as I like your idea, Id actually prefer the landzones to be all green as opposed to selected landing sites. the FT advs are prime examples of inadequate spaces
Some landing zones are really small, like Dark Brotherhood. Even if it's all green, it's still not enough for all generals. And over time, we will get more and more generals.
TheVictorious
09.09.16, 17:19
As much as I like your idea, Id actually prefer the landzones to be all green as opposed to selected landing sites. the FT advs are prime examples of inadequate spaces
+1
and back to post owner, i think the post duplicated
queen-vicious
06.10.16, 12:50
As much as I like your idea, Id actually prefer the landzones to be all green as opposed to selected landing sites. the FT advs are prime examples of inadequate spaces
+1
I agree. There's no need to differ between home island and adventure.
I think they could change both Switch units-button and Move to Star-button to be enabled only when Unload all units-button is disabled - when no troop is to be assigned.
For just one click extra, that way the Unload all units-button would be the safety here to avoid misclicks. (Clicking Cancel-button reverts this.)
I'm doing Red Riding Hood at the moment. It's a single-player adventure, thus the whole landing zone is green. But, it's still too small for all my generals. And I need to set up my lock-&-block formation in the whole area. It is really cramped there.
http://i.imgur.com/D7dfqW0.jpg
I guess I have now no choice but send most of them back, after the attack, send them to the adv again.
Back to Star button for geneal, needful inside adventures too ! (http://forum.thesettlersonline.com/threads/33231-Back-to-Star-button-for-geneal-needful-inside-adventures-too-!)
Another possible solution..
There could be beachheads instead of landing spots - technically, "island storehouse" of which we would move out our generals.
One beachhead per player and coastal sector.
Shouldn't be so hard to fix code for that and map devs to pinpoint beachhead spots in all maps - compared to all (sneak) changes done about current landing spots.
+1 Nice idea. Would love to be able to put just the gens I need first. Would also love not to have to unload all the gens when they land and use time rearranging them before I can start adventure.
TabulaRasa
23.01.17, 00:11
+1
Much as I like this idea the Dev's have already said this is a no no due to a potential exploit.
Much as I like this idea the Dev's have already said this is a no no due to a potential exploit.
Do you have the link or remember what is that potential exploit? I really want to know about it.
Sharpielein
24.01.17, 13:39
As much as I like your idea, Id actually prefer the landzones to be all green as opposed to selected landing sites. the FT advs are prime examples of inadequate spaces
+777
TheVictorious
24.01.17, 14:14
As much as I like your idea, Id actually prefer the landzones to be all green as opposed to selected landing sites. the FT advs are prime examples of inadequate spaces
+1000 the issue even in new ventures adventures!
Much as I like this idea the Dev's have already said this is a no no due to a potential exploit.
Yes I would also like to know what the exploit is. If it cant be told, then I suggest not to mention it at all.
But besides from that - this is a problem. Most of us have a lot of gens now and it is utter chaos when they all land.
We came up with a solution, and if it for some reason can not work,- then I suggest BB think of something.
realised i was talking rubbish
surely the exploit is obvious! go to adventure; load all generals into star menu; return to home island; unload generals from star menu = 0 travel time back (other than the time to build the garrison on your home ofc)
with just 1 Quartermaster Claus you could ship 10K troops across in about 20 minutes
Where is the gens that there is no room for on adv.? I was kind of thinking they were in star. You still have to sent them home for them to be home, traveltime the same as allways.
Gens in star on you adv is not on your home island.
Do you have the link or remember what is that potential exploit? I really want to know about it.
Apparently they was concerned about it being used to teleport generals to another part of the map. While technically it would do that under the right circumstances I did try to explain to the Devs that it could only be used to teleport generals from the front line back to the landing zone which is entirely the wrong direction.
Yes I would also like to know what the exploit is. If it cant be told, then I suggest not to mention it at all.
But besides from that - this is a problem. Most of us have a lot of gens now and it is utter chaos when they all land.
We came up with a solution, and if it for some reason can not work,- then I suggest BB think of something.
Apparently they was concerned about it being used to teleport generals to another part of the map. While technically it would do that under the right circumstances I did try to explain to the Devs that it could only be used to teleport generals from the front line back to the landing zone which is entirely the wrong direction.
Hint.. ;)
Another possible solution..
There could be beachheads instead of landing spots - technically, "island storehouse" of which we would move out our generals.
One beachhead per player and coastal sector.
Shouldn't be so hard to fix code for that and map devs to pinpoint beachhead spots in all maps - compared to all (sneak) changes done about current landing spots.
This is the scenario each time we do a big adventure. http://prntscr.com/dzvllt
Not enough landing zones. So gens must be moved to the side and gens first places to spots that is now free - then from there to where you actually want them.
Would be a lot easier if none was placed, and you could put them right away to where you wanted them inside the landing zone.
I would really really like to send generals back to star on advs.
In fact this is so obvious to me it took some time before it registered it wasn't possible on advs.
This is the scenario each time we do a big adventure. http://prntscr.com/dzvllt
Not enough landing zones. So gens must be moved to the side and gens first places to spots that is now free - then from there to where you actually want them.
Would be a lot easier if none was placed, and you could put them right away to where you wanted them inside the landing zone.
I would want some means of telling a particular general not to unload troops once arrived in star before I could support your idea. Alternatively some sort of "Land first" switch would do the same.
I would want some means of telling a particular general not to unload troops once arrived in star before I could support your idea. Alternatively some sort of "Land first" switch would do the same.
You got it all wrong.
The auto-unload troops for generals not landing is a feature.
Apparently they was concerned about it being used to teleport generals to another part of the map. While technically it would do that under the right circumstances I did try to explain to the Devs that it could only be used to teleport generals from the front line back to the landing zone which is entirely the wrong direction.
I would like to talk with the developers if they are concerned about this. In my opinion, this exploit is impossible.
Take Black Knights as an example, there are 3 landing zones for 3 players. If one player sends too many generals, and some generals have to stay in the Star Menu, that player can only put their generals in their own landing zone, not in other 2.
So, if we are able to send our generals back to Star Menu, by all mean, it should work exactly the same as when there are not enough room to land.
SSSecretSquirrel
25.01.17, 11:50
You got it all wrong.
The auto-unload troops for generals not landing is a feature.
bk spam at event. you send you preloaded gens. each gen makes only 1 attack. no landing equals no troops in generals equals setting every generals troops every single time. ::bomb::
bk spam at event. you send you preloaded gens. each gen makes only 1 attack. no landing equals no troops in generals equals setting every generals troops every single time. ::bomb::
The solution to that is pretty simple :p Just dont preload your gens - sent the troops needed and the gens.
But to be honest, I cant really see why all the big adventures need to be one big mess for the rest of us, so that you can do BK spam at events :p
Sorry but I use pre-loading in a lot of adventures. I use it to be able to send the first attacks while sorting out the rest of the troops. this includes the adventures which are a mess.
bk spam at event. you send you preloaded gens. each gen makes only 1 attack. no landing equals no troops in generals equals setting every generals troops every single time. ::bomb::
Sorry but I use pre-loading in a lot of adventures. I use it to be able to send the first attacks while sorting out the rest of the troops. this includes the adventures which are a mess.
Yes, and that's why I've suggested following..
There could be beachheads instead of landing spots - technically, "island storehouse" of which we would move out our generals.
One beachhead per player and coastal sector.
Shouldn't be so hard to fix code for that and map devs to pinpoint beachhead spots in all maps - compared to all (sneak) changes done about current landing spots.
..in 34171-General-ADV-placement (http://forum.thesettlersonline.com/threads/34171-General-ADV-placement).
EdaImesEtti
25.01.17, 21:44
The solution to that is pretty simple :p Just dont preload your gens - sent the troops needed and the gens.
But to be honest, I cant really see why all the big adventures need to be one big mess for the rest of us, so that you can do BK spam at events :p
It was only an example that stands out. Thank you for the compliment but i dont think im the only one intelligent enough to preload gens.
I would like to talk with the developers if they are concerned about this. In my opinion, this exploit is impossible.
Take Black Knights as an example, there are 3 landing zones for 3 players. If one player sends too many generals, and some generals have to stay in the Star Menu, that player can only put their generals in their own landing zone, not in other 2.
So, if we are able to send our generals back to Star Menu, by all mean, it should work exactly the same as when there are not enough room to land.
You think the exploit would be the only topic, which has to be tackled, when introducing this function for adventures? What about the missing mayor house, which is normally used as the hub between star, travel and the home island. The general is always going there if you send him to the star and this building is missing on adventures, right?
TheVictorious
26.01.17, 12:54
You think the exploit would be the only topic, which has to be tackled, when introducing this function for adventures? What about the missing mayor house, which is normally used as the hub between star, travel and the home island. The general is always going there if you send him to the star and this building is missing on adventures, right?
May you tell me where the generals gone when they land in star instead of land zone inside adventure because there is no land spots left? where the Mayor house!?
Why you people think so much about thing already exist and not exploit anything!
It is simply like this, exactly as the same as the generals exist in star menu when they have no space left, could send back with the same code! I really can't understand this "overthinking" here!
May you tell me where the generals gone when they land in star instead of land zone inside adventure because there is no land spots left? where the Mayor house!?
Why you people think so much about thing already exist and not exploit anything!
It is simply like this, exactly as the same as the generals exist in star menu when they have no space left, could send back with the same code! I really can't understand this "overthinking" here!
I guess because you don't exactly know how the code look like. You are thinking on a theoretical layer. That's normal since you don't have access to the code, right?
You think the exploit would be the only topic, which has to be tackled, when introducing this function for adventures? What about the missing mayor house, which is normally used as the hub between star, travel and the home island. The general is always going there if you send him to the star and this building is missing on adventures, right?
And, how exactly does this matter if we want to send generals back to Star Menu in adventures? What the problems do you want to talk about?
TheVictorious
26.01.17, 14:18
I guess because you don't exactly know how the code look like. You are thinking on a theoretical layer. That's normal since you don't have access to the code, right?
I'm a developer with 8 years of experience, and know good code must have a story to start develop with, the function that called to set the general back in star menu instead of land zone must be working if called with the button to return it back.
Development not working like what you think, the code must follow conventions and principles.
If they have bad code structure it is their problem, they must make a good refactor and do this, and btw, with big project like settlers, even the developers not know about all the code inside.
Following may blow some minds, but I'll try to give some technically explanations (based on observations of how things are/have been [not] working, intentionally or not [bugs], and official information)..
What ever happens in this game is zone oriented and then filtered by relation..
eg When visiting other players' homeisland you'll at arrival often be prompted news about their actions, before filter has kicked in,
eg Things affecting your account and happening at a zone you're not visiting, will be reported in a generated ingame mail.
Troops are resources..
ie are consumable and used to be shown in Mayor's house,
Add military units is a troop resource in Star menu state.
Generals are like other specialists based in Star menu, but..
are also able to build and move a garrison on map,
you may send them to another zone,
are able to assign troops - auto-unload is a feature if general would not auto-build garrison at arrival.
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