An object with this ability can be commanded to move from one location to another.

Example:

 		<Move>
 			<Speed>10.0</Speed>
 	 		<TurningRadius>1.0</TurningRadius>
 			<Run>
 				<Speed>0.0</Speed>
 				<Range>5.5</Range>
 				<RangeMin>2.0</RangeMin>
                                 <Regen_Rate>10.0</Regen_Rate>
                                 <Decay_Rate>5.0</Decay_Rate>
 				<Trample>
 					<Damage>10</Damage>
 					<Crush>0</Crush>
 					<Hack>0.5</Hack>
 					<Pierce>0.5</Pierce>
 				</Trample>
 			</Run>
 			<ForestHide />
 		</Move>

Speed

BRIEF DESCRIPTION :: Value of movement rate when created.

This is the value that specifies how fast a unit may traverse across a map. The greater the speed, the faster it goes. This is linked to the actor animation speed because the movement rate and animation need to be syncronised.

TurningRadius

BRIEF DESCRIPTION :: How quickly the entity turns around.

Ships and siege weapons tend to take a long time to change directions. Infantry spin around instantaneously (value of 0.0).

Run

Melee infantry, cavalry, military ships, and some animals are able to automatically "run" if their target is within a certain min (to stop them from running at someone too close) and max (to stop them from covering great distances) range.

This includes any form of movement, including both specific commands to move to a location, and when movement is required to reach another target (an opponent to attack, for example).

If he comes to a halt, reaches his destination, or is commanded to move to a location out of his maximum run range, he'll come out of charge mode and return to normal "walking" movement.

Units that can run, without the ability to attack (eg deer), just use this as a faster way of getting about, particularly fleeing from attackers over short distances.

Units without the ability to run (eg ranged infantry, Female Citizens) simply function as normal, always moving at normal speed.

If a unit attacks another unit while running, and has to stop moving in order to do so (for example, halt to strike an adjacent opponent with a sword), he will drop out of charge mode, but the momentum of his charge will give him a double damage bonus on his first attack.

Speed

BRIEF DESCRIPTION :: Movement rate when running (also known as "charge mode").

Range

BRIEF DESCRIPTION :: Maximum range of charge (can't run if target is too far away; only over short distances).

Regen Rate

BRIEF DESCRIPTION :: The amount of time it takes the unit to fully regenerate its stamina points.

Decay Rate

BRIEF DESCRIPTION :: The amount of time it takes the unit to fully lose it stamina points.

RangeMin

BRIEF DESCRIPTION :: Minimum range of charge (can't run if target is too close).

Trample

BRIEF DESCRIPTION :: Units with trample damage passively damage opponents in trample range.

Not yet implemented. (It might, in fact, be easier to implement this as a trample aura (much like the "Thorns Aura" in Diablo II) than merge it into a special condition under Run).

Also while in charge mode they will ignore the bounding boxes of mobile enemy units and attempt to pathfind straight through them. (Much like a tank in Command & Conquer will squish an infantryman in its path.)

Some units (cavalry, including chariots and elephants, and military ships) have the Run.Trample attributes so gain "trample damage" when in charge mode: opponents within a specified range (typically one cell -- contact range) of the unit suffer a specified amount of damage. Since the unit has to stay in motion in order to retain the charge, they're considered to be crushed under hooves or chariot wheels, rammed by a ship, etc.

Some units can, however, counterattack the trample. For example, pikemen were a powerful counter to cavalry. If spearmen are trampled, they will return their trample damage to the opponent that is trampling them.

If capable of trampling, a unit will ignore the bounding boxes of mobile enemy units and attempt to pathfind straight through them if they are in the way, thus running them over (hopefully they'll die instantly on coming in contact with the cavalry, or this could look pretty stupid as he runs through them like ghosts :P).

That appears to be what BfME does all the time - if I tell a battalion of eleven Uruks to move somewhere, and a battalion of six Wargs is in the way, they just move straight through them. (Charging cavalry moves through friendly and enemy units in the same way.)

The units in a battalion also move through each other when you make it turn. But when at rest, the battalion spreads out so there's a fixed distance between units, and battalions also spread out from each other if told to move to the same place, so they rarely overlap when stationary.

It seems to work well (in my opinion) - the units are sensibly spread out most of the time, but tend to pile on top of each other when fighting (which is understandable, since they're not going to be as worried about the invasion of personal space (or the smell) as they would be when just hanging around their camp for hours, and it makes them more effective at fighting (since it's not just the front row that can attach)), and it lets you charge cavalry into enemies that are surrounded by your own infantry.

So, collision avoidance is used as a hint to the units, but there appear to be no enforced bounding boxes around them. (I'm not sure how trampling would work when we do have strict collision avoidance, though.)

And some pictures:

  • http://wildfiregames.com/users/philip/bfme/bfme001.jpgbattalions at rest
  • http://wildfiregames.com/users/philip/bfme/bfme002.jpgbattalions moving through each other (they're travelling in straight lines and passing through anything in their way).
  • http://wildfiregames.com/users/philip/bfme/bfme003.jpgAnd then the nasty Rohirrim attacked
  • http://wildfiregames.com/users/philip/bfme/bfme004.jpgand I attacked back, with the horses/wargs on top of the infantry, but it's difficult to see exactly what's going on.[/quote]

Units without the trample trait (melee infantry) simply come out of charge mode and use their normal attack and normal damage when they reach their target. It's mostly just used to close ranks and look cool. :) However, as mentioned, if the unit attacks immediately after coming out of a run, his first attack does double damage.

Damage

BRIEF DESCRIPTION :: Amount of damage passively inflicted on opponents in trample.range while charging (As for Actions.Attack.Damage).

Not yet implemented.

Crush

BRIEF DESCRIPTION :: Degree of damage type (as for Actions.Attack percentages).

Not yet implemented.

Hack

BRIEF DESCRIPTION :: Degree of damage type (as for Actions.Attack percentages).

Not yet implemented. Awaiting technology research support.

Pierce

BRIEF DESCRIPTION :: Degree of damage type (as for Actions.Attack percentages).

Not yet implemented.

ForestHide

BRIEF DESCRIPTION :: Boolean; the entity is able to walk between trees and through forests, when forests would otherwise be inaccessible.

Not yet implemented.

While standing idle in a forest, he cannot be automatically spotted and attacked by the AI (unless made visible by an entity with the Vision.Detector Boolean). The entity also is not visible on the mini-map of an enemy.

If the game settings require that all units in the game must be destroyed in order to win the game, units in forests are not taken into consideration.

Last modified 4 years ago Last modified on Apr 8, 2013, 3:02:42 AM