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How to stop idle units from suiciding?

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Skasi
I want to stop units from suiciding into nearby defenses without disabling their unitAI and suiciding by not kiting/dodging shots. How do I do that?

Hold Position stops running into defenses but turns off auto dodging/skirming.
Maneuver turns on auto dodging/skirming but makes units run into porc.
+2 / -0


9 years ago
Set all units on hold pos, give fight/patrol orders when autoskirming is desirable.

Of course, it'd be nicest if units didn't suicide on maneuver.
+0 / -0


9 years ago
Set all units to Hold Position. Use Fight or Patrol to manually tell units to start skirming/dodging. If units automatically skirmed/dodged when idle and on Hold Position then the command would be poorly named.

Alternately rework the way movestates are toggled in a way that makes more sense.
+0 / -0
Skasi
I forgot to mention I want "idle" units not to suicide. By that I mean units I am not currently microing. Giving orders "when desirable" is not what I am looking for.
+0 / -0

9 years ago
There is already AI for fleas at least, I think, that makes them avoid static defenses on a fight order. I'm not sure we can put much AI on idle units, fight is understandable as it's an active instruction to let the AI take over. Whereas intelligently standing still while an LLT is built juust within range to hit you is not what you'd imagine manouver would do. Though, maybe walking out of that range is....
+0 / -0
Skasi
Maybe the Maneuver unit state can somehow be changed to allow slightly forward less movement/chasing, or even "don't advance! only retreat or use unitAI"?
+0 / -0
9 years ago
Just macro more and dont care about single units.
Xoxo,
Flip
+1 / -0

9 years ago
This is a bit misleading because I'm pretty sure idle units don't just walk into turrets, you forgot to mention that they have to be baited into turrets which is just an interesting part of gameplay.

As far as I know, hold pos is the only way to prevent it but really if you're losing units this way then you're just getting outmicrod like a nub
+1 / -0
9 years ago
I have noticed a difference in recent updates which, for want of a better way of describing it seems to have made units more retarded than they used to be. Honestly I have lost lots of forces due to this behaviour.
IMO a fight order should not make units suicide into defences chasing units.
+1 / -0
Skasi
Yay, other than Saktoth's none of the replies are helpful. ZK community pls. QQ

BErankFlipstip: This is not about single units.
GBrank[Fx]Drone: I want to play a wargame, not herd lemmings.
CHrankPleaseHelp: Do you mean artillery walking into defenses, or regular units? I think regular units on fight should, artillery not.
+0 / -0
GBrank[Fx]Drone is correct though, in regards of how the behavior works.

The behavior in particular is that if a unit gets hit by an enemy within your los, he will chase that enemy down. If you've ever played with all units set to hold postition by default, you will find out how useful it is for your units to not "sit still and take sucker hits".

I suppose it might be useful to have a option that is "Don't Pursue", but then there are 4 state toggles and that is kind of bloaty (for those of us that actually use that toggle regularly).

Basically...
quote:
Alternately rework the way movestates are toggled in a way that makes more sense.
+1 / -0
Skasi
9 years ago
Yup I know the cause.

That's why I asked if the maneuver unit state can be changed to "don't advance!", ie "don't pursue". As it is now I don't really see a use for it.
+0 / -0

9 years ago
But it's not about "advancing" at all, although I guess it might seen that way if you are playing team-lane-push.

Perhaps the feature would be better as something like a retreat zone, except that it is a "avoid this area" zone. Then you can paint that over the opposing team's porc line.
+0 / -0
9 years ago
I would rather turn all retard ai off and micro them myself, therefore making a large part of zero k redundant.
+0 / -2


9 years ago
CHrankPleaseHelp: there's a button in the unit states that looks like a lightbulb. That will disable unit AI for that unit. To disable for all units, I think you can set something in Game->Initial Unit States, but I haven't (and can't presently) checked.
+0 / -0

9 years ago
skasi, can you provide examples of the kinds of situations you're referring to? It sounds like what you want might be 'return fire only', but depending on what your units are actually doing that might not work or be relevant either.
+0 / -0
Skasi
9 years ago
USrankaeonios, I'll try to keep looking for examples in mind for my next few battles. "Return fire" is not what I want.

USrankluckywaldo7 umm, sure it is? By chasing enemies units (often) advance and end up stepping out of their line. No? :-/
And why better for "retreat zone"? Whats the yellow move state for if not to stop units from running into their death?
+0 / -0
If you enable "Dynamic Avoidance Widget", idle unit will run away from enemy if you are not looking (pls peek thru minimap to check).

This widget also make Constructor run away from enemy if you order "Area Reclaim", and make Sycthe try to dodge enemy while moving, and make Constructor wander around if it saw enemy, and make Rocko & Artillery move around while reloading.

Try if you are curious (enable using F11 menu, set option at Menu->Game->Unit AI)

But I will not guarantee unit will do the smart thing. High chance unit will (accidentally) kill itself by wandering into enemy or stuck at terrain. It obey "Hold Position" status.
+0 / -0
Skasi
9 years ago
I did try it.
+0 / -0
9 years ago
Thanks for the review Skasi ! will note this for future reference.
+0 / -0