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However, based on the fact that it increases their weight and ground speed it will help them get out more often, since like horse cavalry they will (more often) have the weight to push their way through the infantry to get themselves space and speed to leave. Even if it doesn't help with how derpy they get.
Does this mean that when I have a bunch of hawks that have been given an attack order that are still flying in circles around the enemy have not engadged in melee? Since they apparently have to land to melee. (happens when I tell a lot of hawks to attack one unit)
The Submod: https://steamcommunity.com/sharedfiles/filedetails/?id=2879632248
Make sure to give thanks to szzsjoe for his Original mod. His units work flawlessly in this mod and are of course some of the best High Elf Unit choices you can make.
His mod can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1175729451
So as you can see your Unit is in the middle of an action, still has to turn to face Goblin 3, Attack Goblin 3 and then still have enough Clearance and forward momentum to execute his flight animation for the retreat order you gave him.
Question 2:
Also does this help with the issues they have with disengading from melee? (Almost never get all the hawk riders back into the air when I tell them to evac:
Answer: No, because this is not controlled or affected by the above changes, excepting that the units now have more forward motion speed and charge speeds which can allow them to escape groups a bit better. However the hawks are not disengaging because they can't, their animation to take flight requires a specific amount of speed and distance possible, and if they are surrounded on all sides this is not possible.
The order of priority is based on a Queue of orders given and or actions taken.
So like this:
Goblin1 Attacks Hawk
Hawk Attacks Goblin1
Goblin2 Attacks Hawk from behind.
Hawk turns to face Goblin 2.
Goblin3 Attacks Hawk from the side.
Hawk is now Attacking Goblin2
and then you issue a retreat order.