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is there any way to make units hold there ground?


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#1 ironmonkaa

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Posted 05 January 2007 - 04:47 PM

is there any way to make units hold there ground on defualt?

this would be much appreciated as its really annoying having your units run towards the enemy before they are acually there

#2 TxM RubberDucky

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Posted 15 January 2007 - 06:45 PM

press s

#3 ironmonkaa

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Posted 15 January 2007 - 06:57 PM

doesnt work, just slows them down and they still go for the units 20 miles away

#4 Solinx

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Posted 15 January 2007 - 09:02 PM

It's very unlikely that it's possible. There have been attempts in the past, none succesful.

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#5 Theo

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Posted 16 January 2007 - 04:39 PM

What about just decreasing units vision range?

#6 Solinx

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Posted 16 January 2007 - 07:08 PM

While I'm not sure, I believe that was tried too. Don't recall why exactly it didn't work, but probably the units won't react to archers. Also, there is a minimum vision range, although that is really, really small.

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#7 Juissi

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Posted 16 January 2007 - 07:44 PM

Well that minimun vision is like centimeter away from unit itself I believe so that isnt really a problem.

#8 Skywaters

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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.

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#9 Solinx

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Posted 21 January 2007 - 01:47 PM

Interesting :p

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#10 Skywaters

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Posted 21 January 2007 - 05:19 PM

Theoretically, you could invoke a locomotor change on the command button, that turns the unit to an immobile unit. THe problem is, you'd have to change him back to an attacking "stance" before you could use him to attack, hence the "funkiness". It's a frustrating trade-off to be honest
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#11 jimiojoe

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Posted 21 January 2007 - 05:27 PM

isnt it to do with their functions, whatever function you give them? whatever functions they folow?

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.

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#12 Solinx

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Posted 21 January 2007 - 06:51 PM

That is another way to make them stand their ground. The problem with it is that they won't even acquire enemies even if they walk right through them, which is kind of a bad habbit of BFME 2 :(

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.

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#13 Skywaters

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Posted 21 January 2007 - 07:56 PM

Which leaves us with a choice. Loco funky, or vision limited infantry. Typical Electronic Arts...
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#14 BigRedKane

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Posted 22 January 2007 - 02:30 AM

could be me but I thought the whole point of Hold Ground was they were supposed to stand there and do nothing. not even attack a mosquito if it bit them...lol.

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. :D

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. :p

Just my 2 cent's worth...

#15 Solinx

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Posted 22 January 2007 - 05:37 PM

These stances do give a nice bonus/penalty combination, which can be useful in certain situations :blink:

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#16 BigRedKane

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Posted 22 January 2007 - 10:49 PM

Considering the mammoth bonuses you can achieve with spells, leadership bonuses and the like I find the stance bonuses somewhat redundant....this usually applies even more with the mods I have installed. If a unit can do 20000 points of damage (with spell/leader bonuses) what's the point in another 50%?...lol..once something is dead it's dead...(a resurection spell might be handy if you wish to kill a unit several times....hmmm...that gives me an idea....*adds res spell to list of things to play with*).
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).

#17 zimoo

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Posted 23 January 2007 - 10:42 AM

Units can be 'slaughtered' at the citadel, just highlight them and right click on the fortress.
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#18 Juissi

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Posted 23 January 2007 - 02:50 PM

And orcs have that "blood thirst" thing, maybe you could use that for that last thing




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