The following hotkeys behave differently depending on the context of your mouse. As an example: these hotkeys may behave differently depending on the unit (type) that you're hovering over.
Cycles a set of pre-defined build templates based on the context of your mouse and your selection. You can cycle by applying the hotkey multiple times. Through UI mods you can remove existing or add your own templates. You can learn more about that here.
FAForever ships with the following build templates:
Hover over an extractor
: Cap with storageHover over an extractor
: Cap with storages and fabricatorsHover over a radar
: Cap with tech 1 power generatorsHover over a tech 2 artillery
: Cap with tech 1 power generatorsHover over a tech 3 artillery
: Cap with tech 3 power generatorsHover over a tech 3 fabricator
: Surround with storagesHover over land
: Capped tech 1 Point defenceHover over land
: Tech 1 anti-air defenceHover over water
: Tech 1 torpedo defenceHover over water
: Tech 1 anti-air defenceHover over a mass deposit
: Tech 1 extractorHover over a mass deposit
: Tech 2 extractor with storageHover over a mass deposit
: Tech 3 extractor with storageHover over a mass deposit
: Tech 3 extractor with storage and fabricatorsHover over a hydro deposit
: Hydrocarbon plantApplies target priorities to your selection to prioritize the unit type that your mouse is hovering over. This doesn't necessarily mean that your selection will fire at the specific unit that your mouse is on top of. It generalizes, take as an example when we apply it to a Titan:
categories.uel0303
categories.TECH3 * categories.UEF * categories.DIRECTFIRE * categories.LAND
categories.TECH3 * categories.DIRECTFIRE * categories.LAND
categories.DIRECTFIRE * categories.LAND
categories.LAND
Your selection will first prefer to target any unit with the uel0303
category. . Then it generalizes to units with the TECH3
, UEF
, DIRECTFIRE
and LAND
categories, then to units with the TECH3
, DIRECTFIRE
and LAND
categories, then to units with the DIRECTFIRE
and the LAND
categories and last to any units with the LAND
category.
To cap a structure is the process of surrounding the target structure with other structures for adjacency. A well-known example is a mass extractor surrounded by storages. This hotkey makes it easier for you to cap structures that you'll usually always want to cap. The hotkey is less restricted than the in-game 'assist-to-cap' interactions and it doesn't issue an assist order on the target.
Hover over an extractor
: Cap with storageHover over an extractor and hit the hotkey twice
: Cap with up to 8 fabricatorsHover over a radar
: Cap with tech 1 power generatorsHover over a tech 2 artillery
: Cap with tech 1 power generatorsHover over a tech 3 artillery
: Cap with tech 3 power generatorsBehavior without the shift modifier where orders are cleared
Behavior with the shift modifier where orders are queued
Attempts to upgrade the structure you're hovering over. Favours upgrading to a support factory when possible. There is a secondary alternative hotkey that also pauses the structure. This works in synergy with the 'Assist to unpause' feature in the game options.