Order Types

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Every command cost as much Chronoenergy. Commands can be chained up to 6 simultaneous orders in memory by applying the control key as a modifier. These are the basic commands that almost every unit can be issued.

Contents

Order move.JPG Move

The units selected move the commanded position on the map, and ignore any enemy units they pass. Using the right click context sensitive command on the ground will issue a move order.

Order attack.JPG Attack

The attack order is context sensitive. It's function changes depending on it's target. Hotkey for attacking is A.

Attack Move

This order is given if the ground is the target of the attack order. Units will move towards the target location engaging enemy units on the way.

Forced Attack

This order is given if any unit or building is the target. With this order units will move towards the targeted unit until it is inside weapon range. They then fire upon the targeted unit until it is dead. It is possible to kill your own units with this order. This is the command issued when an enemy is right clicked on.

Order patrol.JPG Patrol

Patrolling makes the unit or units continuously attack move between up to six points in a circular path.

Order stop.jpg Stop

The units selected immediately stop executing any other commands they may have, and clear the command queue. This does not clear future commands which they have not been given yet from a Game Time perspective. Hotkey is S.

Order chronoport.JPG Chronoport

This command will chronoport. This command requires a target on the Timeline. Click on the timeline to finish giving the command, selected units will now try to jump from the currently observed time to the time selected on the timeline. Hotkey is C.

The map may have a maximum chronoport distance which prevents units from jumping. Areas on the timeline which are outside the chronoport range have a yellow overlay when the chronoport command is selected.

Grekim units can self chronoport, other units require a Chronoporter or Slipgate. They will not attempt to move into the range of a chronoporter when(in Real Time) the command is given.

If a unit successfully chronoports it will attempt to match it's position of departure with the first(RT) time it chronoported. At some time before it's chronoport the unit will cancel all of it's current orders and move towards the location which it chronoported from.

Chronoporting is done via a Chronoporter or Slipgate (or Self Chronoportation for Grekim). It costs resources. The map will probably have a Rechronoport delay and Maxinum Chronoporting Distance. For more information on the chronoporting in-game action see chronoporting.

Chronoporting preserves unit age but not unit indentity. This has implications if a significant alteration occurs to the chronoporting event, orders given after it may not identify the unit as the one who should receive them. Changing arrival time drastically often forges a new identity. This means that making a "new" chronoport guarantees that there is no interference from old orders.

Order teleport.JPG Teleport

Teleport instantly moves selected units from one location to another location. The units will only be able to execute the teleport command if they are within the range of a teleporter/slipgate or have a personal teleport ability. Failure to teleport when the command is issued results in a "No Gate close to me" message. Hotkey is T.

Order hierachy.JPG Change Commander

The selected units will set the target to be their commander in a hierarchy (allied units are the old valid targets). Right clicking on an allied unit will issue this command. Giving the unit itself as target clears any commander the unit had.

Order remove hierachy.JPG Remove From Hierarchy

Breaks all hierarchy bonds for the selected units. Subordinates of the selected units lose their commander, the commanders of the selected units lose the selected units as subordinates. Hotkey is I (for Independent).

Order priority.JPG Priority

Priority causes subordinates of the selected units to move at their normal speed instead of holding formation. It is attached to a single command so can only be issued during Move or Attack Move

Order undo.png Undo

Undo is found above the timeline instead of in the command menu and works a bit differently to other commands. Undo removes previously(RT) given player commands to the selected units in the selected time window. Hotkey is Delete; hitting Z twice undoes all future orders for the selected unit.