Posted: Fri Jun 27, 2014 4:42 am Post subject:
Auto-attack enemy structures?
Subject description: Units don't attack structures without input.
Title, basically. As much as I love Red Alert 2/Yuri's Revenge, there's always been that nagging lack of an "auto-attack hostile structures" unit behaviour as a standard feature (something that StarCraft used to great effect). It bothers me (I still play YR), because I might have a nice "unit composition" at my disposal, but perhaps I don't like having to literally target every individual building I want to destroy (they only auto-attack hostile "towers"; anything that can fire back, basically).
I guess I'm asking; is this a behaviour or function that can be feasibly added into the game somehow? Even if it was simply adding structures to the "attack move" command (executed by pressing 'ctrl+shift+move command'. It even works with waypoints; 'ctrl+shift+z+waypoint input'), I'd be more than happy with that.
I hope this isn't something that can never be, QUICK_EDIT
AI attacks buildings. Only human player units don't attack them. Can make a dummy weapon with large ROF
and attach it to every building to achieve similar results like defense structures. But if in a mission some building
has to be captured, then your units will destroy that also.
Starcraft units have limited range and they also don't cleanup entire base without moving them closer. QUICK_EDIT
Is it for AI or human player? With TS, it isn't stopping the queue for human player when the weapon is firing.
Or is there some other reason? QUICK_EDIT
Just to reiterate; when I said "auto-attack hostile structures", this is how I envisioned it: Typically, I'd use the "attack move" command at a spot surrounded by enemy structures with my units selected, and they would attack anything and everything that belonged to a "enemy player/AI", structures or otherwise.
And the StarCraft comparison was simply how by using "attack move", the units would move to that destination, attacking anything that met the criteria for "enemy targets" before reaching their destination.
Now, perhaps as an idea that creates even more flexibility, if one could implement "behaviour stances", that would work as well. As a well-implemented example, Homeworld 2 (a 3D Space RTS developed by Relic Entertainment and published by Sierra. Both are now defunct.) had three "stances" you could toggle on selected units at will; Passive Stance, Defensive Stance (the initial default stance all newly created units started at), and Aggressive Stance.
Passive Stance meant that they would not move to engage enemies, but units with "turreted weapons" would still fire (I'm only partially sure on that; I've never really used Passive Stance, ). Defensive Stance would mean enemy units were attacked once they came into "engagement range", then they would pursue their targets a short distance, then proceed return to their former positions after a short chase; assuming the hostiles escaped, were destroyed, or otherwise. Aggressive Stance would cause units to freely engage, attack, and chase hostiles indefinitely until they or their targets were destroyed, an overriding command told them to do something else, or their stance was changed to one of the other two.
Thanks for the quick replies guys; I appreciate the helpful input, QUICK_EDIT
Making the Game more sophisticated is an almost impossible task.
This is almost as aspiring as requesting the Game to play more than 16 sounds. Have up to 6 turrets on a single unit. Making the AI NOT STUPID. _________________ ~ Excelsior ~ QUICK_EDIT
If I recall correctly this can be done without using dummy weapons, as long as you have the proper ThreatRating-related tags set to relevant values.
The issue I came across when I was testing this, though, is that units that started attacking a building would not interrupt their attack order to engage a much more threatening target such as an enemy soldier or tank that just entered their weapon's range. So, unfortunately, having units auto attack buildings in this game typically ends up making the player do more micromanagement than otherwise. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
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