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Fix squadmanager adding naval units to ground attack forces. #17309

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merged 1 commit into from Nov 9, 2019

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blackhand1001 commented Nov 4, 2019

Fix squadmanager adding naval units to ground attack forces. This was breaking the behavior of both naval and ground squads.

@blackhand1001 blackhand1001 force-pushed the blackhand1001:patch-3 branch 3 times, most recently from ad44374 to a8e6968 Nov 4, 2019
@reaperrr reaperrr mentioned this pull request Nov 4, 2019
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Fix squadmanager adding naval units to ground attack forces. This was breaking the behavior of both naval and ground squads.
@blackhand1001 blackhand1001 force-pushed the blackhand1001:patch-3 branch from a8e6968 to 82bbb66 Nov 4, 2019
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GraionDilach commented Nov 5, 2019

This limits amphibious units to be used only for ground or naval at AI and prevents using them for both though.

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blackhand1001 commented Nov 5, 2019

Without this fix naval squads are completely broken. They end up being controlled by two squads and the two squads fight back and forth to give them orders. It also completely breaks the ground squads as they can't regroup when the boats end up outside their sphere and therefore end up sitting somewhere in the middle of the battlefield. Also the units in naval units are not hardcoded. You can set which ones are considered naval units.

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GraionDilach commented Nov 5, 2019

If I add navy to TS, I expect the Hover MRLSes I have to be used for both, to give the AI more chance of fighting back in the water while not losing the most important AA on the ground.

You're substituting one bug for another and you can easily just add an AmphibiousUnitsList which is included in both if you're already touching this.

Also, if I read the PR correctly, you also break shore attacks as well, but I don't have an easy fix for taht one.

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blackhand1001 commented Nov 5, 2019

Amphibious units being added to a naval squad would end up just going across the map normally and driving through the enemy base on any map that has the water around the border. Also the idleunitscan will still target enemy boats that's the attacking the base as long as it can reach them so the hovers should have no issue attacking the enemy ships.

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reaperrr commented Nov 5, 2019

Just to add my 2 cents: The AI squad system needs a major overhaul to give modders more control over squad compositions and squad behavior, but until that happens, fixing bugs that affect every mod with water units should take priority over maintaining full support for more niche unit types like amphibious units.

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GraionDilach commented Nov 5, 2019

Whatever then, I just work around downstream as I tend to.

Also the idleunitscan will still target enemy boats that's the attacking the base as long as it can reach them so the hovers should have no issue attacking the enemy ships.

This worked so well for medics/mechanics already. #11981

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abcdefg30 left a comment

Looks like this really does improve naval play of the AI a lot.

@abcdefg30 abcdefg30 merged commit 70b1df6 into OpenRA:bleed Nov 9, 2019
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abcdefg30 commented Nov 9, 2019

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