Author Topic: Non Fleeing unit  (Read 2859 times)

Ishmaru

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Non Fleeing unit
« on: 3 March 2009, 19:06:24 »
Suppose I wanted to make a non combat scout unit. I would normally make a regular unit without an attack skill, however because he does not have an attack skill, Glest automatically makes him flee at the first sign of any enemy unit. I was wondering if anyone knows a way to make the unit stand still in stead of fleeing. I tried to make an attack skill that does 0 damage but the computer starts building large amounts of scouts and tries to use them in combat, so that is out of the question.  Thanks in advance for any help.
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huntermeca

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Re: Non Fleeing unit
« Reply #1 on: 3 March 2009, 19:16:30 »

Add the stand position skill look like to the swordman to your unit. It is very simple! ;)

@kukac@

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Re: Non Fleeing unit
« Reply #2 on: 3 March 2009, 19:20:09 »
As I know, GAE already supports hold position skill for units (and buildings already have that  :-X ).

Ishmaru

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Re: Non Fleeing unit
« Reply #3 on: 3 March 2009, 20:06:38 »
The thing with hold position command is that you need both a attack skill and a stop skill. I'm trying to avoid having an attack skill. Thanks for the reply though.

As for GAE I'm trying to keep this to work on both Glest and GAE, but if it cant be done then ill convert over. I'm sure there has to be a way in Glest though. Thanks a lot.
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modman

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Re: Non Fleeing unit
« Reply #4 on: 4 March 2009, 02:33:18 »
You can still have the attack skill, but if you do not have an attack command, it will not attack.  Not sure why hold position is helpful though...

Omega

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Re: Non Fleeing unit
« Reply #5 on: 4 March 2009, 15:39:20 »
The computer will never use Hold Position and the your own units wouldn't either unless you manually click the button, so I don't see how this would help.
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Ishmaru

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Re: Non Fleeing unit
« Reply #6 on: 4 March 2009, 17:16:31 »
The computer will never use Hold Position and the your own units wouldn't either unless you manually click the button, so I don't see how this would help.
Well it helps either way. The computer never builds the observation unit to begin with ( I guess becouse it has no useful skills like harvesting,building,or attacking), and I dont mind specifically tell the unit to stand ground, because they may be sometimes where u may want it to flee. If I ever get time to ill try the "hold position" command,whithout an attack. If it works I can also use this to have a "hold your fire" comand too.
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deathrun

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Re: Non Fleeing unit
« Reply #7 on: 4 March 2009, 21:08:29 »
just a suggestion why dont u make ur scout a building but keep the scout model. Then he wont flee

Ishmaru

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Re: Non Fleeing unit
« Reply #8 on: 4 March 2009, 22:12:30 »
Well the thing is that I need it to be able to move.  Its actually, a hot air baloon used for recon only. Thanks for the input.
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deathrun

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Re: Non Fleeing unit
« Reply #9 on: 18 March 2009, 21:48:31 »
i tried it and you can give a building a unis skills so give it a go

Fluffy203

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Re: Non Fleeing unit
« Reply #10 on: 18 March 2009, 22:26:48 »
nice idea  ;D

 

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