Quote:
//-- setup the Eclipse power
//-- this power will cast when it has a valid attack plan within the specified range
//-- the attack plan is setup in the initializeAttack function
//-- the valid distance is 50 meters, and at least 5 archers must be found
//-- this works on buildings
if (powerProtoID == cPowerEclipse)
{
aiPlanSetVariableBool(planID, cGodPowerPlanAutoCast, 0, true);
aiPlanSetVariableInt(planID, cGodPowerPlanEvaluationModel, 0, cGodPowerEvaluationModelCombatDistanceSelf);
aiPlanSetVariableInt(planID, cGodPowerPlanTargetingModel, 0, cGodPowerTargetingModelWorld);
aiPlanSetVariableFloat(planID, cGodPowerPlanDistance, 0, 20.0);
aiPlanSetVariableInt(planID, cGodPowerPlanCount, 0, 2);
aiPlanSetVariableInt(planID, cGodPowerPlanUnitTypeID, 0, cUnitTypeMythUnit);
return (true);
}
It appears that the AI still thinks the eclipse GP shortens range of all ranged units (as in the old aom versions)
now this is where you come in.
Since i have no knowledge of programming whatsoever, can somebody check the code if it has been changed to detect myth units.
Or that it has been changed but just the explanation was forgotten?
It's like watching a flock of clown-like apes trying to navigate a ship, even though the ship has in fact been stranded on some kind of reef for about 7 years and none of the apes have noticed it yet. -Drahnier on OD moderation.