July 17, 2018, 02:46:49 PM

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Author Topic: 5 Unknown Psychology Attributes  (Read 16277 times)
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bembelimen
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« Reply #15 on: September 08, 2009, 11:46:46 AM »

So we can make Ragnar's Always Persue like they do in SOTHR and 4th edition Rules and we have renamed Flee if Charged to Never Rally.

"Ragnar's Wolves are renowned for running down their enemy to the last man. Consequently
they will never halt their pursuit of a routing enemy until they have been driven from the
battlefield."  - Shadow of the Horned Rat manual- Special Rules.

And I hear the first player swearing, cause the other regiment flee back to his own regiments and Ragnar follow it into the "trap"  Grin sounds good for me!
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aqrit
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« Reply #16 on: March 18, 2014, 08:16:17 AM »

a quick peek:

unknown flag 0x00004000 ( byte 2 bit 7 )
cleared when charging or getting charged ( VA: 0x00479AB7, 0x00479968 )
set when unit makes contact with enemy  ( VA: 0x00464F68 )
I'd say this flag is for internal use only.

unknown flag 0x00000002 ( byte 1 bit 2 ) is cleared when a unit breaks (flee) ( VA: 0x00456D6C )
which doesn't really provide any clues Tongue
haven't really looked thru the assembly or play-tested to see if it is set or read from anywhere...

last two unknowns haven't check yet.
« Last Edit: March 18, 2014, 08:26:28 AM by aqrit » Logged
olly
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« Reply #17 on: March 19, 2014, 01:06:29 AM »

nice find and confirmation. 

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cuthalion
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« Reply #18 on: April 20, 2015, 09:20:14 PM »

Aqrit, once (when I actively played with .ctl scripts) I wondered whether it was possible to make an annoying AI unit with the following logic: fast-moving archers (mounted), artificially forced to retreat when charged, and coming back to shoot again when they regroup. I wonder if those flags you found are possible to be used in this way.
There is  a ctl script that forces a unit to flee...
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