chansey Posted July 22, 2014 Report Share Posted July 22, 2014 (edited) When a ranged unit attack a enemy, current UnitAI behavior is :(1) Handle attack order(2) CheckInRange. if enemy not in range, goto (3)(3) MoveToTargetRange (min/max range)(4) When move is completed, goto (2)-------------------My question is:The MoveToTargetRange (especially max range!) is really useful to the ranged unit's approaching behavior?I found some faults:Situation 1:There are two units (A and B, A is ranged unit whose max range is 20).Let A attack B and B attack A.You will find that A often approach B but overstep and then walk back.It's only a bug and it could be fixed by adding some CheckInRange code in approaching timer.Situation 2:There are two units (A and B, A is ranged unit whose max range is 58).A is on one the side of river, B is on the other side.Now let A attack B and B flee A along the river bank.You will find A will lost B. (A won't go across bridge...)Is this behavior normally?After some thought, I've come to some conclusion: (maybe wrong)(1) The max range in approaching is only useful to the unit which has a very long range (eg: catapult) or target is a building.(2) Archer should be look as melee and not use weapon range as motion's maxrange to approach.It should use maxrange=0 approach and check its weapon range(maxrange) repeatly to decide attack. Edited July 22, 2014 by chansey Quote Link to comment Share on other sites More sharing options...
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