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Make ProductionFromMapEdge attack-move units #19361
base: bleed
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There has been endless discussions around whether newly-produced units should move, attack-move, force-move, force-attack, attack-move-force or whatever when leaving a production structure (or in some cases just being produced outside the map).
Also as a personal opinion it should not be up to the production traits, but rather the produced actors what they end up doing upon creation, but that is out of scope. |
If we're talking about the actor doing the delivery, it was afaik intentional that it's not attack moving. The idea was that it delivers the units as fast as possible without stopping at every corner when it encounters an enemy. Do you have a specific use case in mind that needs attack moving? |
In this trait the produced actor moves to the producer itself, if it is targetable and is intercepted by enemy units en route without fighting back I think it's considerably worse of a situation. |
Unfortunately that also means that newly produced air units will arrive at the base with zero ammo, and also any engineer that tries to sneak up from the edge of the map will surely die by some random newly spawned air unit. No offence but personally I dont think its a good idea for those reasons. 👎 from me |
See #18161 for some previous discussion about the merits of AttackMove versus Move for newly produced units and possible solutions / configuration options for mods. The wider topic being controversial is no excuse for leaving an obvious inconsistency in the code, so the general idea of this PR seems reasonable to me. This shouldn't change any gameplay aspects in upstream mods because its only used in D2k for Carryalls, which are non-combat units. |
My concern is with none official mods and how this behavior will change how they work. |
I agree with @pchote on the consistency part. All other production traits use |
It seemed odd for this production trait in particular to not attack-move the produced unit, so I took the liberty of pasting in the same line from the other production traits but kept the nearEnough parameter the same.
Tested in D2K and carryall arrival worked normally