View Full Version : How do I change "default_melee_state" in the descr_formations_ai.txt file?
fallen851
11-01-2005, 21:41
I just was just wondering how exactly I use the command : "default_melee_state"
begin_block 1
unit_type non_phalanx_spear 1.0
unit_type heavy infantry 0.9
default_melee_state
block_formation line
block_relative_pos 0 -2.0 0.0
inter_unit_spacing 2.0
priority 0.5
end_block
fallen851
11-01-2005, 21:51
Wow, I press tab to slide my text in line, and it posts the message, and of course I can't edit it... I love this forum.
Anyway, what are the numbers or words I put after "default_melee_state" to change the melee states of units?
Thanks.
The_Mark
11-02-2005, 15:22
engage_at_will, skirmish, fire_at_will and defend are the options, with any combination of them, as fire_at_will_and_defend, though the game only takes the combinations in a certain order (which I don't have at hand), so defend_and_fire_at_will won't work. If they're placed in the wrong order the unit will assume default stance.
fallen851
11-02-2005, 18:55
Ok, I want some skirmishing units to stand their ground, what can I add to turn off their skirmish mode, and just have fire, and when the enemy gets close, engage hand to hand instead of running?
I tried engage at will...
Thanks.
fallen851
11-02-2005, 18:59
Note (here is where I want my edit open so I don't have to add more replies!) I don't want to add the prec ability in export_descr_units.
The_Mark
11-02-2005, 20:05
Using the default_melee_state works so that it first turns all states (defend, skirmish, fire at will) off and then turns on the specified toggles. E.g. giving a skirmisher unit, that'd normally have both fire at will and skirmish on, default_melee_state fire_at_will command would cause the unit be on fire at will, but all other states will be off, so no skirmishing.
fallen851
11-02-2005, 20:55
If your right, than I solved the problem of the AI not using pilums, and made them so much easier for humans to use (ie you can throw both, and choose not to charge!).
Thanks.
The_Mark
11-02-2005, 21:23
I am :grin:
Keep in mind, though, that the AI might (read: will) have some (read: lot) strange quirks sometimes (read: always). Anyway, that's the case in 1.2, I'm not that sure about 1.3/BI, as I haven't modded it. E.g. at least in 1.2 the AI could use the troops as skirmishers, advancing them to the front to pepper the enemy (and taking immense casualties from unfriendly javelins while doing so).
Duke John
11-17-2005, 09:03
Good stuff!
fallen851
12-01-2005, 00:42
I am :grin:
Keep in mind, though, that the AI might (read: will) have some (read: lot) strange quirks sometimes (read: always). Anyway, that's the case in 1.2, I'm not that sure about 1.3/BI, as I haven't modded it. E.g. at least in 1.2 the AI could use the troops as skirmishers, advancing them to the front to pepper the enemy (and taking immense casualties from unfriendly javelins while doing so).
Arg, this seems to be the case. If you remove the prec ability from all pilum units, then change them from heavy_pilum_infantry (or light) to just heavy infantry and put in the default melee state defend, engage_at_will, fire_at_will, sometimes the AI units will fight just like I want them to, other times they will run around like they have hot potatoes in their pants...
I don't know why they choose to skirimish. I am having a problem though, the Roman troops won't form their normal 3 lines, so I am hoping someone with more experience with formations can try this out by modifying the formations text and removing the prec ability from troops so pilum troops throw both pilums and don't necessarily charge before going into combat.
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