Map Depth, AI & Formations -1 reply

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LineBoreal

Annoyingly Precise

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21st November 2008

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#1 9 years ago

For my personal mod, I significantly decreased the height/depth values for maps to make the game a little more like Armada 1. However I now have the annoying problem of ships trying to fly higer than they're allowed. Often when using the "arrow" command, they bump into the ceiling, with the nose pointing upward while moving forward. Freighters mining planets do the same thing, trying to mine with the nose pointing at a silly angle. Or AI construction ships going up and down, again and again, trying to find a vertical spot to build the next station. So I ask, 1: is there a way to change/modify/limit the height starships prefer to fly at? 2: is there a way to change/modify/limit the height AI will build?




Freyr VIP Member

A2Files Staff

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6th February 2005

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#2 9 years ago

Not to my knowledge.

You could get around it by making the Z axis a little thicker? It sounds like you've completely flattened it, but you do at least need some minimal depth.




LineBoreal

Annoyingly Precise

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21st November 2008

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#3 9 years ago

Well I guess I could increase the depth so it's the same size as the planets, that would solve the freighter problem. But ships using the arrow formation option still somtimes would hit the top/bottom. I've thought about it overnight and i'll try something else today, but thanks for the help.




Freyr VIP Member

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#4 9 years ago

You could remove the arrow formation to get around that one.




FallenGraces

To Each His Own

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18th October 2008

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#5 9 years ago

i believe its in the RTS folder this is the original stock line float SHIP_COMBAT_FLOOR = -1250.0; float SHIP_COMBAT_CEILING = 1250.0;

1800 is usually way to big and causes some pathing problems so hover around 13-15

personally i dont really like that aspect of a2 (one thing i like about fleetops) so my default map height is a lil bigger than A1's but not by much hope this helped




LineBoreal

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21st November 2008

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#6 9 years ago

Just figured out how to disable that button, but I'd like to keep that option, if possible, as it does make combat more interesting. What about these lines from RTS_CFG?: float ANCHOR_PURSUIT_POINT_ANGLE = (3.14159/6); float ANCHOR_RADIUS = 4.0; float ANCHOR_PURSUIT_FORCE = 10.0; float CENTER_OF_COMBAT_PERSISTENCE_CUTOFF = 6 * ANCHOR_RADIUS; Do you know if modifying any of these values make a difference? Could this change the range or patteren of attacks?