dnqbob
dnqbob
> You can define a one cell distance for production buildings, that should be enough. Everything else is probably over-engineered, . This will most likely happens to TS of which...
> hmm, in such a niche case the maximum length of blockers could be limited to 2 Actually, it is 1. ``` b3 x x x x | x |...
> maximum length of blockers could be limited to 2 so you mean only allow 1 row blockers & blockers in row must be connected and no more than 2...
> The explanation for this concept is - the act of enclosing is connecting 2 or more blockers together Well that is more clearly for me, and it should be...
Fixed, thanks a lot for the test!
> The current toggle approach leads to multiple SwitchToDeploy orders causing units to constantly deploy and undeploy after finishing f.e. a move activity Btw, I would say "RepairBuilding" and "PowerDown"...
Also add spy disguise and infriltrate by using this bot module.
About usage of `AttackDistance`: #### `Closest` is for 1. Weak kamikaze units: they won't explode when killed, or need to get very close for an effective damage. 2. Unit that...
Should I wait for "major resource refactor" before modifying? Maybe at that time the change here will need to open a new PR
OK, but I cannot fix those now because I need to debug some desync issue, mark it draft for now