Open GoogleFrog opened 5 years ago
Traditionally and for all other units, movestate affects (or at least should, by description) how far unit "wanders" off form patrol route to pursue enemies (hold position - doesn't wander at all, maneuver -> goes some way, then returns, Roam -> chase to the death, either self, or the target, return only when no further targets).
It seems that fight move was working same way - units on Roam would "forget" where they were supposed to move via attack-move, until all targets in sight died.
The AI behaviour for Owl with Fight makes no reference to movestate, yet I observed a difference. This ticket has a specific topic (like most tickets).
http://zero-k.info/Battles/Detail/741904
At 3000 5100 23:16 an Owl with Hold Position and Fight moves much closer to enemy units than should be permitted by its behaviour. It appears to skip a few slow updates of fleeing.
A similar thing happens around 20:37 with a Roam Owl, so the issue is not related to move state.
Movestate should not affect unit AI when Fight or Patrol is active. The Roam behaviour for Owl is better than the Hold Position behaviour.