how to disassociate units from an army`

Say I've got two armies already, and I want to create a third. Say I've gone in to the build menu for both of the existing armies and requested a bunch of different units, such that the output of every factory or cruiser factory is coming off the line already designated for one of the two existing armies.

How do I get a free unit (plus a free T2+ unit) that isn't already assigned to an army, to use as the basis for starting a 3rd army?

The problem is that when I click on any member of the army, it selects the entire army. I can't then create a new army from just the unit or units that I clicked on.

So far the best way I've found is to disband the army, select some members of the now-former army, create a new army from them, then go back and round up all the remaining members of the old army and recreate that old army. That has many problems, of course, because what if the old army is strung out over a wide area? How do I easily, and quickly find all the old members of that army? What if the old army was right next to another existing army, so that trying to select the old army units by dragging my mouse will also select the other army?

I see this as a weakness in the game, or an oversight on my part if there's really a nifty way to do this and I just haven't learned it yet.

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Reply #1 Top

This of course becomes a moot issue if the developers will create an interface for defining, and causing to be constructed, an army that does not require existing units to be joined together by hitting V.

If they will allow a player to set up an army template by indicating what units the army should have in it, and then allow that to start being built simply by tapping into existing production capacity, just like reinforcing existing armies is done, that would be extremely helpful. It doesn't make sense to say that micromanaging individual units is over, and the future is manipulating whole army metaunits, and then require me to dork around with individual units in order to create the army in the first place.

I've run into the problem described in the OP in each of my last two games, since a fellow player in another thread mentioned to me how to use the reinforcement mechanic. In these games I created two or three armies by banding together output from my first factories, and then as soon as I built several T2 units, I added them to the existing armies, then went into the build menu for each army and told it to reinforce the army with various numbers of different units.

At this point every single unit produced by each factory came off the line already belonging to an army. I wanted to create a new army, but without disbanding an existing army, I couldn't do it, except for a bug: the factories had a couple of units that had been built as requested by one of my existing armies, but somehow had come off the line unbound, and were just sitting there.

Reply #2 Top

When you create a Meta Unit, all of Units Become 1, you need to disband this Meta Unit if you want to switch the Units to a different Meta Unit, there is no other way that how the game is made

About the bug that your talking about, its not a bug at all, A meta Unit has a Limit on onhow many Unit can you have in each Meta Unit

Each Meta Unit can have up to or around 128 Logistics I think, that the max that each MEta Unit can have

So when a Meta Unit get a 128 Logistics then it will stop Accepting more units into that Specific Meta Unit, then what happens is that Those extra Units stop after getting out of the Factories.

That's how it works right now.

It will be nice to have an Army template tho.

Reply #3 Top

All of this should be added to the tutorial...

 

Reply #4 Top

So.. I wouldn't call it a bug, BTW, but I do agree that I naturally wanted to "break off" units, and I did try several things before I found the disband option. Point is, though, if you want to interface to feel natural, maybe add a hotkey for partial disband and regroup?

So like highlight a bunch of units, hit a single key, and the units are removed from the group and regrouped together.

Would feel more natural.

Would probably also require a way to selectively click troops that are already groups (ex. alt. click to add/subtract single unit, ctrl alt click for all units of one type, etc)

 

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Reply #5 Top

Yes, it would be great if there were a key I could hold down while selecting units, and holding this key would result in only those units being selected, and not the entire army that those units belong to. I could then hit disband and only these units that I'd cntl-clicked (or whatever the key were to selectively highlight units) would be removed from their army.

Getting army templates, though, is really mandatory from a theoretically viewpoint in a game like this. They so want us to think that the army meta unit is the future, that micromanaging individual units is a thing we've grown past, and yet in its current implementation the concept of "army" is simply something that is imposed upon existing units.

Since there's already an interface for requesting reinforcements to armies that contain at least one T2+ unit, it should be a no brainer to provide this same build menu interface to defining what units types, in what quantities, should exist in a given army definition. I then hit a button to build this army, and existing free factory production output begins to fill it out with units.

I think they've got a pretty confused approach to control groups and armies right now. There needs to be some refinement of this. As far as I know, there's no way to identify an army unless you make it a control group. But control groups can contain more than one army. In a control group containing more than one army, there's not a good way to identify the constituent armies separately from each other. This is a problem. They haven't really thought through and refined their abstract constructs enough here. 

Reply #6 Top

I don't mind a little micromanagement, personally. Just want it to be the right sort.

 

Not sure I understand the reason templates are necessary. I like making my own groups/formations.

 

Hmm.. when selecting multiple units, what happens when you hit tab? 

 

Does it cycle through the selected units?

 

That's the way SC does it. 

 

Doesn't have to be tab... could be any key...although tab is the traditional cycling key. 

 

I dunno. 

 

I haven't tried that yet. 

 

So... might work? 

 

There seems to be plenty of other controls that aren't exactly "shared" with the user.