Ceres Posted September 21, 2021 Report Share Posted September 21, 2021 This was started because of this: Maybe we can discuss here about secondary attack types and how this is proposed there: https://code.wildfiregames.com/D368 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 21, 2021 Report Share Posted September 21, 2021 Bring back A23! Seriously though I think this would be a great addition to the engine. I can see it being used for the 1866 mod. 1 2 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 21, 2021 Author Report Share Posted September 21, 2021 1866 mod? Quote Link to comment Share on other sites More sharing options...
maroder Posted September 21, 2021 Report Share Posted September 21, 2021 I'm in favor, there are so many interesting possibilities. Although it may make balancing harder. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 21, 2021 Report Share Posted September 21, 2021 31 minutes ago, Ceres said: 1866 mod? See this and this 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 21, 2021 Author Report Share Posted September 21, 2021 But why is secondary attacks specifically a topic for this mod? For testing purposes? Could it eventually flow into vanilla 0ad? Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 21, 2021 Report Share Posted September 21, 2021 Well the goal is to have it in Vanilla so other mods can use it too. 1 1 Quote Link to comment Share on other sites More sharing options...
Micfild Posted September 22, 2021 Report Share Posted September 22, 2021 Hi! If it is of any interest, i've found that if you copy the <melee> attack of a spearman.xml and add it to a javelineer.xml file it will show on the ui, but the javelineer will still only use it's ranged attack. However, if you change the <PreferredClasses datatype="tokens"> of that <melee> attack from "Human" to "Structure", when you order those Javelineers to attack a structure, they will use the melee attack instead of the ranged one. I even changed the damage of the melee attack to something stupid like 250 Hack just to be sure that it wasn't using the damage values of the ranged attack. I might be wrong, but this small experiment leads me to believe that it might be possible to implement the secondary attack mechanic by making use of this preference thing. Also, i found in the component Attack.js a GetBestAttackAgainst function (lines 343 to 378), that draws a distinction between Slaughter, Capture and other forms of attack. I don't know if this function is used or not since i haven't found another reference to it, but it might be possible to add more distinctions to it (maybe even one based on distance between units and stuff). I don't know if this will help but, who knows? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 22, 2021 Report Share Posted September 22, 2021 18 hours ago, Stan` said: Bring back A23! Nah, merge DE. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 22, 2021 Report Share Posted September 22, 2021 6 hours ago, Micfild said: Hi! If it is of any interest, i've found that if you copy the <melee> attack of a spearman.xml and add it to a javelineer.xml file it will show on the ui, but the javelineer will still only use it's ranged attack. However, if you change the <PreferredClasses datatype="tokens"> of that <melee> attack from "Human" to "Structure", when you order those Javelineers to attack a structure, they will use the melee attack instead of the ranged one. I even changed the damage of the melee attack to something stupid like 250 Hack just to be sure that it wasn't using the damage values of the ranged attack. I might be wrong, but this small experiment leads me to believe that it might be possible to implement the secondary attack mechanic by making use of this preference thing. Also, i found in the component Attack.js a GetBestAttackAgainst function (lines 343 to 378), that draws a distinction between Slaughter, Capture and other forms of attack. I don't know if this function is used or not since i haven't found another reference to it, but it might be possible to add more distinctions to it (maybe even one based on distance between units and stuff). I don't know if this will help but, who knows? Well it already works in @bb_'s patch Quote Link to comment Share on other sites More sharing options...
Micfild Posted September 22, 2021 Report Share Posted September 22, 2021 1 hour ago, Stan` said: Well it already works in @bb_'s patch Is that the 1866 mod that you mentioned before or something else? Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 22, 2021 Report Share Posted September 22, 2021 2 minutes ago, Micfild said: Is that the 1866 mod that you mentioned before or something else? No that's this patch https://code.wildfiregames.com/D368 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 9, 2022 Report Share Posted February 9, 2022 On 22/09/2021 at 12:08 AM, wowgetoffyourcellphone said: Nah, merge DE. Not at all. 90%. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 9, 2022 Report Share Posted February 9, 2022 this patch would save us from having several units that are the same. it happens with certain skirmishers who were also swordmen. Quote Link to comment Share on other sites More sharing options...
Genava55 Posted December 20 Report Share Posted December 20 From what I see it is wanted mostly to give to some units the abilities to switch between ranged and melee attacks. But I think it is more complex than that. The cases I identified are: Infantry ranged and infantry melee. Cavalry melee and cavalry trampling. Cavalry charged attack and cavalry melee. Naval ranged and naval melee (ramming). Siege ranged and siege melee. Elephant ranged and elephant melee. In some cases, the wanted feature is a switch between melee and ranged that would be manually activated. In other cases it is multiple attacks simultaneously like archers on elephants and siege towers with battering ram. 2 Quote Link to comment Share on other sites More sharing options...
Genava55 Posted December 20 Report Share Posted December 20 A poll on aoe forum suggests people want an automatic switch from ranged to melee when fighting in close combat: https://forums.ageofempires.com/t/poll-should-ranged-units-switch-to-melee-attack-in-close-combat/240872 Quote Link to comment Share on other sites More sharing options...
alre Posted December 20 Report Share Posted December 20 1 hour ago, Genava55 said: A poll on aoe forum suggests people want an automatic switch from ranged to melee when fighting in close combat: https://forums.ageofempires.com/t/poll-should-ranged-units-switch-to-melee-attack-in-close-combat/240872 I agree with the results. personally I would rather have different stances that define the automatic switching logic, than let users do all the switching. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted Friday at 16:08 Report Share Posted Friday at 16:08 13 hours ago, Genava55 said: From what I see it is wanted mostly to give to some units the abilities to switch between ranged and melee attacks. But I think it is more complex than that. The cases I identified are: Infantry ranged and infantry melee. Cavalry melee and cavalry trampling. Cavalry charged attack and cavalry melee. Naval ranged and naval melee (ramming). Siege ranged and siege melee. Elephant ranged and elephant melee. In some cases, the wanted feature is a switch between melee and ranged that would be manually activated. In other cases it is multiple attacks simultaneously like archers on elephants and siege towers with battering ram. Right, some of these are wholly different features. Such as the mentioned archer in elephant tower. 2 hours ago, alre said: I agree with the results. personally I would rather have different stances that define the automatic switching logic, than let users do all the switching. Agreed as well. For a battalion system where you are controlling only 10-20 battalion "entities" manual switching makes way more sense. When you have 200 individual little soldiers to control, manual makes less sense. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted Friday at 17:08 Report Share Posted Friday at 17:08 (edited) 1 hour ago, wowgetoffyourcellphone said: Right, some of these are wholly different features. Such as the mentioned archer in elephant tower. Agreed as well. For a battalion system where you are controlling only 10-20 battalion "entities" manual switching makes way more sense. When you have 200 individual little soldiers to control, manual makes less sense. Controls will be needed for battalions in the long run and they will fight a little more in order. Also the bonuses from the formations. Edited Friday at 17:15 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
alre Posted Friday at 17:08 Report Share Posted Friday at 17:08 57 minutes ago, wowgetoffyourcellphone said: Agreed as well. For a battalion system where you are controlling only 10-20 battalion "entities" manual switching makes way more sense. When you have 200 individual little soldiers to control, manual makes less sense. even in total war, the only real reason for manual switch is that ammo is limited. but still, soldiers do automatically switch to melee if engaged. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted Friday at 17:17 Report Share Posted Friday at 17:17 (edited) In some games the secondary attack was a passive ability on the first encounter. It was used before entering into melee clash. Edited Friday at 18:08 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Genava55 Posted Friday at 19:40 Report Share Posted Friday at 19:40 (edited) 2 hours ago, alre said: even in total war, the only real reason for manual switch is that ammo is limited. but still, soldiers do automatically switch to melee if engaged. The biggest difference in total war is that ranged units are locked by melee units when the fight is engaged. It is difficult to disengage the ranged units without taking massive losses. 3 hours ago, wowgetoffyourcellphone said: Right, some of these are wholly different features. Such as the mentioned archer in elephant tower. Yes. But it means the implementation of the attacks in javascript should take in account the different possibilities we could use. And the IA is the biggest issue because it should be adapted to use the features. 3 hours ago, wowgetoffyourcellphone said: Agreed as well. For a battalion system where you are controlling only 10-20 battalion "entities" manual switching makes way more sense. When you have 200 individual little soldiers to control, manual makes less sense. Obviously the best is to group all the units with this feature and to associate them to the same key. Edited Friday at 19:42 by Genava55 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted Friday at 20:04 Report Share Posted Friday at 20:04 In AoE 3, ranged units were also blocked when entering melee combat. Quote Link to comment Share on other sites More sharing options...
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