Request: Show New Movement Orders in Pause Mode

This probably falls into the category of a small glitch, but currently when issuing orders while the game is paused (as many of us turn-based converts do) you must unpause the game to get those movement/attack/new rally point orders to show-up on screen. This is annoying because the player is left without proper interface feedback to know when they have properly given the order (I have found myself continually pausing/unpausing the game to make sure the order was properly given and that I positioned things properly) Perhaps the code needs to be tweaked to display an additional frame once the orders are given in order to properly show the order.
12,773 views 7 replies
Reply #1 Top
ya but last i checked it was a RealTimeStragy game... meaning when the game is paused, nothing happens. like other RTS games often you cant even scroll around an check out whats going to take a breather.

IMHO it works like it should.
Reply #2 Top
Holding down SHIFT while paused does not highlight current order queues?
Reply #3 Top
I would also like to see the interface update more readily to show orders given while paused, but it's not a big issue due to the ability to usually give the necessary orders while the game's running.

Another example is tech research, you can queue up research on available techs, but you can't queue up research for techs dependant on the one you just queued. For example: while paused, you can queue lvl 1 & 2 of the first terran planet max-population boosting tech, but you cannot then queue the second tech in that chain without unpausing and waiting for the first tech queuing to "register" with the game.

Not that big a deal, but it does look like actions don't quite "register" while paused, though they do happen when the game is unpaused.

I'll try the Shift key thing and see if it works.
Reply #4 Top
Unfortunately, at least for me using "SHIFT" does not display prior orders given when in the paused mode. It does permit you to stack orders, but you get no visual indicater of acceptance of any of your orders until you unpause the game.

I respect the fact that the vast majority of players out there could care less about this issue and I fully agree that in the big scheme of things, this is small annoyance and way down on the fix list. Nonetheless, it is an annoyance to those players with similar play styles to my own (e.g. turn-based converts - a pirate fleet enters my major planetary base, I pause and look at the situation, then give orders to all non-combat craft to retreat or go to a "safer" corner and then give preliminary orders to route reserves in and any existing combat ships, then I unpause to view the action).

I realize this is a "real-time strategy game," however, other related "real-time strategy games" do indeed provide graphical feedback of orders issued in the pause mode (e.g. Homeworld 2, Imperium Galactica II, MOO3 combat mode, Space Empirs 5 combat mode, Sword of the Stars, Rise of Nations, Supreme Commander, etc.) so what I am asking for is nothing new, its simply the technical issue of advancing a frame.
Reply #5 Top
Hrm, interesting! It shouldn't be difficult to add, either. Guess I just haven't noticed before :)
Reply #6 Top
Hey guys,

The ability to see orders given when paused is already on the wishlist. Hopefully there will be time soon for it.
Reply #7 Top
Thanks for letting us know =)