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Get units to stop rushing to their deaths

  1. #1

    Get units to stop rushing to their deaths

    So, I assume I have to mod this in since there's no option. How do I get units to stop going, "Oh wow! Our PROBE half the map away got destroyed! Rather than keep formation in the ambush we've set, let's -charge all the way across the map- and get slaughtered!"

    Seriously, it's driving me up the wall and I can't find any option in the game to stop the 'charge the enemy' mode. I'll have units set up on one side of the map, go somewhere to direct a resourcing operation, and come back to find that all my units have started to trundle off somewhere and I now have the enemy five feet away wondering why I've ignored them.

    Passive ignores everything, Defensive charges off on its own and aggressive charges off on its own regardless of whether or not anything was being shot. (Before you tell me to use this. >.<)

    Is there like, a minimum 'charge after' range, as opposed to simply 'fire at' range that I could edit? XP

  2. #2
    Member BloodFleet's Avatar
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    well, each ship file does have lines that look like
    NewShipType["retaliationRange"] = 6500
    NewShipType["retaliationDistanceFromGoal"] = 160
    that is the only thing I can find that I think is related to your question.

    well there is also the line that looks like this
    NewShipType["useEngagementRanges"] = 1
    but I don't really know what that does, probably doesn't matter. If the above 2 lines about retaliation don't help, then there is likely nothing else, not that I can think of atm at least...besides that "its hardcoded stuff, nothing can be done about that without hw2 source"
    I r modder (dur)...my ModDB page is http://www.moddb.com/members/bloodfleet/mods

    btw my XFire is raaminator if you wanna play my mods (or any other) I will play if I am online.

  3. #3
    when you makeing them faster you must calculate the way how long it take to stop. so these lines you must correct:
    NewShipType.thrusterMaxSpeed = 210
    NewShipType.mainEngineMaxSpeed = 210

  4. #4
    It's not that they can't -stop,- Godkilla, it's that they'll decide to charge headlong after distant enemies for no apparent reason. And the little tinkering I've done with the game shouldn't affect that...

    Bloodfleet: I'll look into that as soon as I can. By the way, what's that image for your avatar? It looks -AWESOME.-

  5. #5
    Member BloodFleet's Avatar
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    go to settings > edit avatar > category: homeworld and search through them, lol can't really find mine though there are quite a few.

  6. #6
    Member Krnt's Avatar
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    Well, I never heard about my own ships reacting that way, with the exception of the ones in the PDS mod, because of the weapon and engagement ranges in that mod a lot of times bigger, I think the retaliation range could do the trick, but this only works for aggressive, in defensive the ships will attack if they are attacked.

    The only ships that attack the way you explained as far as i have seen are the Ai player ships, and not always.

    Maybe the problem is that you need to put them guarding something like a carrier or a utility ship.

  7. #7
    Member Krnt's Avatar
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    I need to change my words, I recently played a match using a non-original HW2 race (Taiidan), I had a lot of sensors arround the map and had a sensors array (so I was able to have a huge secondary sensor radius), The Hiigaran and Vaygr were fighting each other and I was building some frigates (they were using defensive tactics), and some of my frigates said "Frigate Under Attack!", I checked and there were no enemies in my primary sensors, but some frigates were heading to the enemy at full speed, I didn't order them to do that nor any enemy could attack me 30Km away, at least they notified me when the were going to do something stupid.

    Well, during the game I found a way to avoid that, and it was giving a first order to them (normally moving them) and setting them passive.

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