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AI vs Adult Visceroids
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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Wed Jul 23, 2014 9:51 pm    Post subject:  AI vs Adult Visceroids
Subject description: Need them to stand up for themselves
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Heyo.
I used the common strategy of making a visceroid spawning weapon for a unit of mine (guide here: http://www.ppmsite.com/forum/viewtopic.php?t=12257).
The problem I have is that both the enemy AI and my own units do not respond to Adult Visceroid threats appropriately. As in, if a visceroid attacks a unit, that unit attacks back (goes for both my own and the enemy AI units), but the rest of the forces just sit there doing nothing while their comrades get slaughtered one by one.
Is there a way to fix this so that all nearby units go up against visceroid threats collectively rather than one-by-one?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 24, 2014 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

That's a known issue of the TS engine, that it ignores any unit belonging to a house with MultiplayPassive=yes, like Neutral to which visceroids belong to by default, and only attacked units retaliate.

You can download the Executable modifier tool and use hack "49 Auto-target Neutral units" to change that in your game.exe

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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Thu Jul 24, 2014 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, thanks.

Edit: Ok I tested it (it works flawlessly) and it turns out that Visceroids are much less scary when all nearby units and defenses focus fire them relentlessly. I might have to buff them to balance out this change #Tongue

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