This thread is on the stance of BA, it may or may not apply to other games as well.
Since a few releases ago, I think I'd be right to say something happened which made some units (if not all), less likely to attack another unit if it's within its LOS. Eg: Com doesn't shoot at a scout if a scout drives right past it.
I remember we had this problem when the engine got updated a good while ago and I think it got fixed somehow.
Anyway, I feel unit reactions could be improved so much, even with the change being reverted to how it was a month or so ago. The move command always has and always should primarily move a unit to the desired position as quickly as possible. However, along the way, it may spot an enemy unit within its LOS. The unit should instantly start shooting at that unit as soon as it can whilst continuing to move to its destination.
This should apply to every unit. Currently, I'm finding myself having to use Dizekat's insert command widget to issue a fight command and a move command to allow a unit to move and shoot at the same time. I don't have to do this every time, but for maximum efficiency, I do. (Units do shoot and move but are slower at it than fight+move).
Without this widget, I'd be pretty stuffed. Fight makes a unit stop and start shooting at a unit as soon as it sees it in its LOS, this means it's not moving to its location. And move, as I said, doesn't always mean the unit will shoot at enemy units along the way.
As I said, I'm sure this is the case with every game, but it only started happening since the new engine release so I'm going to assume it is.
So in summary, could units be made more responsive and aware?
Unit reactions and awareness
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Google_Frog
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Re: Unit reactions and awareness
I don't see the issue.
Units already do this. Describe a specific situation where they don't or are more sluggish than expected.The unit should instantly start shooting at that unit as soon as it can whilst continuing to move to its destination.
Re: Unit reactions and awareness
I already did. Coms are sluggish to shoot at say, passing scouts. At least, a lot more sluggish than they used to be. I remember a good year or two ago where Coms would insta-zap scouts or w/e with their laser as soon as they came within LOF, now, they're always more interested in building or w/e they were doing at the time instead of shooting at the scout and building at the same time.Google_Frog wrote:I don't see the issue.
Units already do this. Describe a specific situation where they don't or are more sluggish than expected.The unit should instantly start shooting at that unit as soon as it can whilst continuing to move to its destination.
This also brings up the still current issue of Coms or w/e not being able to build if they start the construction at the same time as they attack a unit. Aegis mentioned this a while ago but nothing ever got done about it.
Re: Unit reactions and awareness
sounds like an issue with the com script jaz.
- Forboding Angel
- Evolution RTS Developer
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Re: Unit reactions and awareness
Probably has a lot to do with the really weird method that the comm's script uses to block the dgun.
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klapmongool
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Re: Unit reactions and awareness
Very annoying idd, both the slow targeting and not building after shooting (and not continuing after done shooting either).
Re: Unit reactions and awareness
Ba has not fixed the commander aiming issues, seek XTA scripts or CA scripts for help noob.
