Loading...
  OR  Zero-K Name:    Password:   

Dragon Chicken doesn't close in to melee range

10 posts, 657 views
Post comment
Filter:    Player:  
sort
9 years ago
This is probably because in the new engine, units will stop and shoot if any of their weapons are in range.
+1 / -0

9 years ago
Battle replay proof:
http://zero-k.info/Battles/Detail/340302
+1 / -0


9 years ago
arglebargle

Has this been Mantis'd?
+0 / -0

9 years ago
Interesting. The challenge of a mega-lobber was a new one.
+0 / -0
Wouldn't this be a tactical AI failure and not an engine-related thing? As far as I remember, chickens don't really have a tactical AI. I attempted to give spikers skirm AI (why don't they already?) but they wouldn't really listen anyways.
+0 / -0
Its an engine change KingRaptor. Units stop when they are in range with any weapon now I think.

Edit: Applies to Detriment too for example.
+0 / -0


9 years ago
@Shamanpluk tactical AI does not handle chickens so the gadget gives no orders to them. Therefore tactical AI is not interfering with the engine. Units are expected to close range so it is an engine problem.
+1 / -0


9 years ago
Ah okay. That explains why I wasn't able to ever get spikers to become actual skirms. Thanks for the info.
+0 / -0


9 years ago
You could put Spikers in the config file and then tactical AI would handle them. I just never have because Spikers cannot shoot backwards.
+0 / -0


9 years ago
quote:
You could put Spikers in the config file and then tactical AI would handle them. I just never have because Spikers cannot shoot backwards.


I've tried it, although I never really had much success. Probably did something wrong somewhere. That's a project I'll go back to some time when I have more... "creative" ideas. Spikers being unable to shoot backwards is an interesting bit of trivia too. I didn't know that either. Although its safe to assume I know nothing when it comes to the finer workings of things.

Anyways thanks for the info.
+0 / -0