cobaltjones wrote:I was unfamiliar with the term
I wasn't sure
I really wouldn't see
I don't really see
I run
I was more interpreting
I don't really see
I keep asking
I agree
I can't really see
nobody cares
cobaltjones wrote:I was unfamiliar with the term
I wasn't sure
I really wouldn't see
I don't really see
I run
I was more interpreting
I don't really see
I keep asking
I agree
I can't really see
themendios wrote:Nobody has given you an example because it's painfully obvious to anyone who can think of 2 separate action in a row in a game that offers hundreds of possible actions.
cobaltjones wrote:I was unfamiliar with the term and wasn't sure if it were merely a movement thing or if it were more task based.
themendios wrote:An action queue would rock.cobaltjones wrote:I agree that this game is a horrible clickfest, but I can't really see a way to implement stringing commands together that would work correctly.
Harvest, harvest next without having to wait for the first one to finish. It works fine in many games with clickable interactions, in fact it's so standardized I could tell you with almost absolute certainty to hold shift to queue the second one. Nobody has given you an example because it's painfully obvious to anyone who can think of 2 separate action in a row in a game that offers hundreds of possible actions.
Jackard wrote:Bullshit
cobaltjones wrote:That still involves the same amount of clicks though.
gt4329b wrote:Seems like it might be possible to add this capability via a custom client...
themendios wrote:cobaltjones I cannot believe you are still posting and/or this dumb.
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