Opened 13 years ago
Last modified 6 years ago
#1488 reopened defect
Ranged unit AI should use attack priorities
| Reported by: | Peter | Owned by: | |
|---|---|---|---|
| Priority: | Should Have | Milestone: | Backlog |
| Component: | Simulation | Keywords: | |
| Cc: | Priqvel@… | Patch: |
Description
While units move they will not care about anything around, they will completly ignore all enemies even if enemies will attack them. And they will not redirect fire from building to attacking enemies.
Change History (6)
comment:1 by , 13 years ago
| Milestone: | Backlog |
|---|---|
| Resolution: | → wontfix |
| Status: | new → closed |
comment:2 by , 13 years ago
| Component: | Core engine → UI & Simulation |
|---|---|
| Keywords: | ui redirect fire removed |
| Milestone: | → Backlog |
| Priority: | Release Blocker → Should Have |
| Resolution: | wontfix |
| Status: | closed → reopened |
| Summary: | AI of units → Ranged unit AI should use attack priorities |
I think what Priqvel was saying is that once UnitAI locks onto attacking a certain target (mostly true for ranged units) it won't change, even if there's a better target. A good example is buildings, if you have a bunch of ranged units brought into range of a building they attack it, and they won't stop if attacked by other units. Melee attacks do switch targets by priority unless ordered by the player.
I don't know what the most desired solution is, but at least we should make the distinction in priority between attacking buildings vs units (although most units won't be able to attack buildings anyway once we have capturing).
comment:3 by , 12 years ago
The best way to solve this would be a attack move command...
comment:5 by , 7 years ago
If the player orders a unit to attack a certain target, it shoud follow that order. For instance if you want to kill the enemy hero.
I don't know how unitAI behaves for melee or ranged units if it has picked a certain target on it's own however. That maybe subject to change. It should be well discussed however.
The attack-move order was certainly implemented.
comment:6 by , 6 years ago
| Component: | UI & Simulation → Simulation |
|---|
Move tickets to Simulation as UI & Simulation got some sub components.

Prior to Alpha 10, units used to stop and attack anything that attacked it. This caused big problems if you wanted to retreat, because the units would turn right back around and start attacking again. From Alpha 10 onward, units always obey a user given command, so if you task units to walk somewhere, they'll go to that point no matter what (even if they get attacked along the way). Or if you task them to finish a building, they'll finish it before attacking (this helps push to make a tower or something, rather than have your units abandon it).
So this issue isn't actually an issue, but how it's meant to work.