#2908: Group movement command queue (mostly) broken
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        Reporter:  adimosh@…         |        Type:  bug
          Status:  new               |    Priority:  normal
       Milestone:  unspecified       |   Component:  Engine: other
         Version:  git/master        |    Keywords:
Operating System:  All/Non-Specific  |  Blocked By:
        Blocking:                    |
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 I'll run an example for this using trucks.

 Imagine, if you will, that I select a group of trucks and order them to go
 somewhere. After they start moving, I queue a few buildings in for them. I
 forget about them and, after a few minutes, return to see their progress.
 The surprise comes when I see that no building has been built, but all
 trucks are pushing against each other, competing to reach the exact spot
 where I clicked their move order.

 A possible solution would be to actually implement a group behavior,
 meaning that if a group of units are given a spot to go to, they will all
 consider it as "reached" when one of the units reaches it, and they modify
 their speeds accordingly so that they will all reach it at around the same
 time.

 I personally like another possible solution, that which is implemented in
 the "Total War" game series: when a move order is given for a group, every
 unit within that group is calculated a distinct position around that spot,
 and that particular position becomes its destination, instead of the one
 unique point which was clicked.

 Now, in the example above, the trucks will eventually find their way,
 after lots of fidgeting and pushing around, but it will take a lot of
 time, and the game simply looks stupid with such a bug.

 This happens in all the master versions that I've tried so far.

-- 
Ticket URL: <http://developer.wz2100.net/ticket/2908>
Warzone 2100 Trac <http://developer.wz2100.net/>
The Warzone 2100 Project
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