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summoned company behaviour
 
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durruti
Shadeling
Shadeling
166 Gold

Germany
PostPosted: Thu Oct 21, 2010 8:27 am   Post subject:  summoned company behaviour Back to top 

i've found a way to "fix" the annoying behaviour of summoned units dying as soon as the summoner disengages from combat - be it only for a split second to switch targets or to go for a lair after disposing off its militia.

1. increase control_range and operational_range using a new template in data\templates\template_organization_k2.tgi, use this template for summoned companies in data\units\...\...

2. remove the summoned flag from the summoned property in data\properties\properties_intrinsic.tgi

3. create a copy of the above property (new_summoned), add summoned as required property and change the berserk flag to summoned again (we need the functionality of this flag)
Code: › [Property Template=SharedProperty]
{
   IDS = summoned
   name = "#properties_intrinsic_summoned_name"
   icon = /Properties/%s/PropertyIcons/IconPropertySummoned.png

   [Modifier Template=FlagModifier]
   modifier_flag = BERSERK
}

[Property Template=SharedProperty]
{
   IDS = new_summoned
   name = "#properties_intrinsic_summoned_name"
   icon = /Properties/%s/PropertyIcons/IconPropertySummoned.png
   required_properties = summoned

   [Modifier Template=FlagModifier]
   modifier_flag = SUMMONED
}

4. open data\game\actor_states.tgi and add the property new_summoned to the following states: mind_moving, mind_reattaching, mind regrouping, mind_reforming, mind_resting
Code: › ;; MOVING STATE: moving
[ActorState template=ActorStateMind]
{
   IDS = mind_moving
   name = "#actor_states_mind_moving_name"

   priority = 8
   resupply = true
   morale_replenish = false
   formation_required = DESIRED

   [Property]
   property_ids = new_summoned
}

;; MOVING STATE: used by elements that have become detached from the organization
[ActorState template=ActorStateMind]
{
   IDS = mind_reattaching
   name = "#actor_states_mind_reattaching_name"

   priority = 8
   resupply = false
   morale_replenish = false
   formation_required = BROKEN

   [Property]
   property_ids = new_summoned
}

;; STANDING STATE: rebuilding the primary element
[ActorState template=ActorStateMind]
{
   IDS = mind_regrouping
   name = "#actor_states_mind_regrouping_name"

   priority = 12
   resupply = false
   morale_replenish = false
   formation_required = BROKEN
   behavior_required = AGGRESSIVE

   [Property]
   property_ids = actor_state_regrouping

   [Property]
   property_ids = new_summoned
}

;; STANDING STATE: returning to desired formation
[ActorState template=ActorStateMind]
{
   IDS = mind_reforming
   name = "#actor_states_mind_reforming_name"

   priority = 8
   entrenchable = false
   resupply = true
   morale_replenish = true
   formation_required = DESIRED
   behavior_required = AGGRESSIVE
   
   [Property]
   property_ids = actor_state_reforming

   [Property]
   property_ids = new_summoned
}

;; STANDING STATE: not moving
[ActorState template=ActorStateMind]
{
   IDS = mind_resting
   name = "#actor_states_mind_resting_name"

   priority = 4
   entrenchable = true
   resupply = true
   morale_replenish = true
   formation_required = DESIRED
   behavior_required = DESIRED   ;;AGGRESSIVE -pcb032204

   [Property]
   property_ids = actor_state_resting

   [Property]
   property_ids = new_summoned
}


explanation: the original summoned property now merely adds berserk to disable moral, the increased ranges make sure that a company summoned to engage militia will also attack what this militia is defending - unaffected by actions of the company that summoned them. finally the property linked to the actor states kicks in whenever a company with the required property (summoned) is not engaged i.e. moving, resting... so that they die correctly.

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Arilou Laleelay
Shadeling
Shadeling
234 Gold

Zimbabwe
PostPosted: Sun Sep 04, 2011 9:04 am   Post subject:  Thanks to durruti & admin Back to top 

Almost a year late, but I still wish to thank you for supplying this code. I am going to try to add it to my games.

I still play this game with the Arcane Wars mod regularly. I am still hoping for a Kohan III some day. I was somewhat disappointed with Starcraft 2; it has become too fast-paced for my liking.

PS: To the admin: Many thanks for keeping this great site up and running for so many years.

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Newest Pic

Modified Organization Editor
by
Darquan Mortis
Wed May 12, 2010 4:29 am
 

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