Patch for make the combat faster, and more accurate.
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Modifying the "UnitMotion" file in simulation / components. I defined to the unit that at the moment in which an attack is ordered the unit changes the animation to run towards the unit. At the end of the command, by killing the unit and there is no one else to attack or to change the order to walk to another point other than attack, the unit returns to its walking animation. All this to simulate when approaching, also I plan to define to the unit of rank to stay away each time that they approach the end of a shot, of this way the unit of rank maintains the advantage of distance keeping away of the unit of melee or cavalry.Modifying the "UnitAI" file in simulation / components. I defined to the unit that at the moment in which an attack is ordered the unit changes the animation to run towards the unit.
At the end of the command, by killing the unit and there is no one else to attack or to change the order to walk to another point other than attack, the unit returns to its walking animation. All this to simulate when approaching, also I plan to define to the unit of rank to stay away each time that they approach the end of a shot, of this way the unit of rank maintains the advantage of distance keeping away of the unit of melee or cavalry.
this gives a most faster and realistic combat.
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- rP 0 A.D. Public Repository
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Lint Skipped - Unit
Unit Tests Skipped
Event Timeline
I personally don't like this change, as this makes it easy to game movement by ordering an attack on an enemy unit and then ordering to move (cf AoE 2 wolf movement).
If we implement some running behaviour, it should be implemented properly (as in for all commands, maybe some stamina etc.), so +1 for abolish
Abandon as two team members didn't agree and further no response (feel free to reopen when proposing a new patch)