Page 1 of 1
Trigger effect - restore unit movement
Posted: Sat Jul 02, 2016 6:37 am
by TheBluePhoenix
In historical maps , there are techniques, waves etc..
In AOS , historical maps are boring because the ai ends up reaching the wrong place at the wrong time or moves from the area it should be present in throughout the game.
So i suggest the following trigger-
1. All units of type X remain in area " " to " " throughout the game
Re: A historical problem
Posted: Sat Jul 02, 2016 9:59 am
by Stratego (dev)
you can use disable to prevent unit being moved somewhere else you dont want to. and on an event you can enable them.
Re: A historical problem
Posted: Sat Jul 02, 2016 3:50 pm
by DoomCarrot
I think this is what he is saying:
He wants the AI to have a trigger based strategy. So for instance, once you are occupied with infantry, the enemy sends cavalry to flank in a double envelopment or something, while archers move to a fortified area and launch arrows.
However, the AI by itself will just charge straight in as soon as the units are enabled. So I think he is asking for a trigger to control AI movements rather than a simple "disable/charge."
If this is what heis asking, I agree it would be massively helpful. Even a simple "set waypoint at x,y for units in area x,y" would be great.

Re: A historical problem
Posted: Sun Jul 03, 2016 7:34 am
by TheBluePhoenix
Daniel (the dev) wrote:you can use disable to prevent unit being moved somewhere else you dont want to. and on an event you can enable them.
I would do this but then the units dont attack or counter attack
I also suggest another trigger where in all units of player nr1 of type X reach the desired area in nr 2 turns from the fullfillment of the condition.
This trigger will help in moving a particular ai team to the right place at the right time
You may suggest i use the trigger change posn. Of unit to area " " to " " . But presently, it is valid only for a single unit
Re: A historical problem
Posted: Sun Jul 03, 2016 7:46 am
by TheBluePhoenix
If you want to know what i mean, then try searching about the battle of hydaspes and read how it happened and then trry playing my map. Though i have tried to replicate that battle completely, even then just because the wrong thing happens at the wrong time it becomes extremely boring to play
Re: A historical problem
Posted: Sun Jul 03, 2016 9:17 am
by Stratego (dev)
can you write in few lines what you expext to happen and what happens instead?
thanks
Re: A historical problem
Posted: Sun Jul 03, 2016 2:12 pm
by TheBluePhoenix
Daniel (the dev) wrote:can you write in few lines what you expext to happen and what happens instead?
thanks
Sure
OVERVIEW
There are 2 teams, - greek and indian.
Their armies are seperated by a ferocious river.
The greek army is divided in 2 parts - one under alexander the great and the second under craterus.
The indian army is divided beetween king porus and his son, also named porus.
WAR And Story
Alexander decided to take some cavalry and infantry to cross the river where it was thinnest, while craterus would keep firing with ranged units at the indians. Once alexander crossed the river , king porus send his son to fight them, but was killed and finally alexander's army faced king porus and captured him alive.
This may sound to simple a battle but this is just an overview. For detail check the net.
PROBLEMS I AM FACING-
1. Craterus' army follows alexander's and blocks the thin crossing part of the river
2. Young porus fights with the ranged units in craterus' army instead of moving towards alexander's army
If you feel it to be confusing then just see the posn of all armies in my map and you will get what i mean
Re: A historical problem
Posted: Mon Jul 04, 2016 7:19 am
by TheBluePhoenix
Did you get it dev ??
Re: A historical problem
Posted: Mon Jul 04, 2016 4:33 pm
by Stratego (dev)
yes. this is because the AI found a way to the enemy(player) tru that crossing part.
ideas:
do not make it passable by default,
a) make it passably by a worked building a little bridge, this way the AI will not go to the crossing.
b) put there bridges that are player owned, so it will be only passable from player side, the AI again will not go to the shore.
Re: A historical problem
Posted: Mon Jul 04, 2016 6:33 pm
by TheBluePhoenix
Daniel (the dev) wrote:yes. this is because the AI found a way to the enemy(player) tru that crossing part.
ideas:
do not make it passable by default,
a) make it passably by a worked building a little bridge, this way the AI will not go to the crossing.
b) put there bridges that are player owned, so it will be only passable from player side, the AI again will not go to the shore.
But the crossing is at the far east and craterus' army wanders off a lot from their posn. Historically. And, to be historically correct, there was no bridge, etc on the river. Also , this wont solve the problem with young porus
Re: A historical problem
Posted: Mon Jul 04, 2016 7:19 pm
by Stratego (dev)
I am not totally understand but what if i make a trigger to enable/disable unit movements for a player, meaning ai will not move any units until you enable it again?
Or to be more fkexible a new kind of disable for units that will disable only movement.
Or maybe an ai kind for any unit that will be
- offensive
- defensive
- patrolling
- etc.
But this latter would need much time and i can not promise it soon.
Re: A historical problem
Posted: Tue Jul 05, 2016 5:12 am
by TheBluePhoenix
Daniel (the dev) wrote:
Or to be more fkexible a new kind of disable for units that will disable only movement.
This is what i am asking for.
But the 'partially disabled' units should
Not be dull like disabled units, they should be bright like normal units.
They should be able to attack , defend , counterattack but not move.
Also if you could make the trigger " change obj posn. To area "" -"" valid for many objects then that would be enough to solve both problems
Re: A historical problem
Posted: Tue Jul 05, 2016 6:58 am
by Hardeep
Change objs position from areaxy to areaxy2
Seems more useful, coupled with the pertial disable
Re: A historical problem
Posted: Tue Jul 05, 2016 10:24 am
by HokanPL
PROBLEMS I AM FACING-
1. Craterus' army follows alexander's and blocks the thin crossing part of the river
2. Young porus fights with the ranged units in craterus' army instead of moving towards alexander's army
So four armies with two teams.
You can modify unit speed in Craterus army to 1 for example. I've started using this trick when I want to hold formation in AI's army. Porus-father - disable them. And trigger if Porus-son dies, every his unit are changing owner to Porus-father and Porus-father army is active.
1. Craterus' army follows Alexander's, but with its' speed has no chance to block the path
2. Porus-son attacks first enemies who are most close to him, so he will ignore Craterus and fight mainly with attacking Alexander
Re: A historical problem
Posted: Wed Jul 06, 2016 5:13 am
by TheBluePhoenix
HokanPL wrote:PROBLEMS I AM FACING-
1. Craterus' army follows alexander's and blocks the thin crossing part of the river
2. Young porus fights with the ranged units in craterus' army instead of moving towards alexander's army
So four armies with two teams.
You can modify unit speed in Craterus army to 1 for example. I've started using this trick when I want to hold formation in AI's army. Porus-father - disable them. And trigger if Porus-son dies, every his unit are changing owner to Porus-father and Porus-father army is active.
1. Craterus' army follows Alexander's, but with its' speed has no chance to block the path
2. Porus-son attacks first enemies who are most close to him, so he will ignore Craterus and fight mainly with attacking Alexander
No you dont understand, the map is too large and alexander's army takes too long to reach young porus and craterus' army is too near to his army
Also , the triggers i am suggesting are important as hardeep said hence i am hell bent on their implementation with the modifications dev suggested
Re: A historical problem
Posted: Wed Jul 06, 2016 6:35 am
by Stratego (dev)
i had no time to test.
but up on server in 20 minutes a new trigger: restore obj movement.
meaning: restores the unit movement to the original value by unit definition.
so you can reduce movement to -100 if you want them be stucked.
and later restore their movement.