is there any way to make units hold there ground?
#1
Posted 05 January 2007 - 04:47 PM
this would be much appreciated as its really annoying having your units run towards the enemy before they are acually there
#2
Posted 15 January 2007 - 06:45 PM
#3
Posted 15 January 2007 - 06:57 PM
#5
Posted 16 January 2007 - 04:39 PM
#6
Posted 16 January 2007 - 07:08 PM
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#7
Posted 16 January 2007 - 07:44 PM
#8
Posted 21 January 2007 - 12:15 PM
ModifierList FighterHordeStanceHoldGround Modifier = ARMOR 25% Modifier = DAMAGE_MULT 85% Modifier = VISION -90% End
Is how it's done in the game. There is no magic "hold ground" feature short of locomotor funkiness, but then you get alot more issues from that than it's worth
Solinx: Inserted code tags
Edited by Solinx, 21 January 2007 - 01:38 PM.
#10
Posted 21 January 2007 - 05:19 PM
#11
Posted 21 January 2007 - 05:27 PM
e.g.
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = WargRiderFunctions BurningDeathTime = BURNINGDEATH_DURATION_CAVALRY End
the autoacquire bit?,.....
Edited by jimiojoe, 21 January 2007 - 05:28 PM.
A light from the shadow shall spring.
#12
Posted 21 January 2007 - 06:51 PM
Same could be said about immobility, reaction would become zero. With a few tweaks this could be solved, but you'd still end up with the problem that skywaters explains.
Solinx
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#13
Posted 21 January 2007 - 07:56 PM
#14
Posted 22 January 2007 - 02:30 AM
I thought attacking was why there was an attack button.
And let's not forget there's the default stance which seems to do exactly the same as the Hold Ground at the moment. Least it does on mine.
My view of the stance commands is they should behave like this -
Attack - attack and kill any enemy that even breaths in character's direction, preferably the enemy will at least be in sight though and they should chase the enemy to mars if they have to until that enemy is dead.
Default - should be similar to attack except they shouldn't chase the enemy too far and concerntrate on enemy units which attack them first or come too close.
Hold Ground - Should mean "I stand here looking pretty and whistling dixie until you give me an order" and should mean they won't attack even if the enemy hits them on the head with a sledgehammer...lol. answer to if you don't want them standing there like a lump of granite - don't put them in Hold Ground stance.
I've been considering removing the stances altogether for many units since I don't see the point of having 3 commands that do almost exactly the same thing and I should then be able to grant an extra power or abbility to heros and units which will have a more constructive use.
I also now make sure I stick units in towers and stuff like that if I want them to not move.
I think EA tried to be too "cleaver" with this part of the game and done what most governments and businesses usually do - take something simple and complicate it....lol.
Just my 2 cent's worth...
#16
Posted 22 January 2007 - 10:49 PM
I'd love to kill Wormtongue several times over....he REALLY annoys me...lol.
If someone really wanted the stance bonuses and re-wrote the stance code following any of the ideas above I guess they'd have to change the stance bonus code as well...either way I still think it's pointless in haveing several stances that physicly behave the same way (except for bonuses), it looks cheap...
I also thought it was dumb that there wasn't an Attack Friendly Unit stance as well...there are times when I want to kill my own units because they aren't following orders (like staying put)...at the moment I got to move them to the middle of nowhere and use earthquake spell...but that's too devistating when I just want to teach a couple of hoards a lesson in obedience...(would be even better if them and their comrades that aren't being attacked reacted accordingly via an emotion code...heh).
#18
Posted 23 January 2007 - 02:50 PM
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