Wondering if anyone knows the use of the following line
// Instead of standing perfectly still, should we circle in place near our // weapon range? int CIRCLE_IN_PLACE_DURING_COMBAT = 0; float CIRCLE_RADIUS_DIVISOR = 6.0;
In default, if your ship arrives to its destination and there, it starts to fire on an enemy, it will stand still and only turns its front against the enemy. If you change these strings, the ship won't stand still but start to circle around the point of the original destination while it fires. The circle radius represents how big the moving circle will be.
I don't think this command works in A2 though does it?
I dont know, I know the RTS_CFG and a few other files have options that are not used, which is a shame as it looks like they almost added some good stuff, but held off.
Ah ok, that explains it.
The best thing you can do is alter the physics of the ships and set them to cloverleaf movment when on defensive operations. They will sgtill drift off but over a much slower period of time giving you the chnce to colect them and send them back.
Well the drifting I don't have a problem with, I just like to use tactics in battles and have the larger battleships just sit there and provide firepower while smaller/faster ships zoom in, strike, get out, and stay out if sheilds get low.
The problem of course is ships DONT stay stationary (that said I could proably code a special weapon for that), they spin to point at the target.
That, plus the AIs method of attack being to attack a single ship at a time........
Actualy, I proably should just code a special weapon for that for the larger battleships, let them multitarget 2-3 ships when stationary or better sheild regen or something.
Now if only it were possible to have ships not target a ship if more than 2-3 ships were allready on it....... we'd see some realyl impressive fleet battles.
Using a replace weapon to lock it in one spot for a while might work.
Perhaps a variant on the Death Chant could work, too. Work out a self target version that sets the movement speed to 0 and increases the shield regen and fire rate.