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Im sorry that i cant talk in "coding language" to you. Im a total pleb in that case.
I will scrap some money together in the next days. I think i will not eat for a day and send you that money on paypal instead for your work.
I noticed this sometimes too with melee units, but it didnt bothered me all too much. The endless chasing of faster units has a much higher priority in my opinion.
I guess i wont starve after only 1 day :)
uploaded a fix, can you please try it
I can test some more but whatever you did was correct.
As I said with guard mode turned on everything is fine so I'll just keep doing that but on occasion I've forgotten and then suddenly find my doom diver catapults practically in melee along side my black orcs trying to engage an enemy unit automatically but can't get a straight line with.
I apologize if my description isn't making sense. thought maybe a rule/option could be introduced where range units maybe ignore the auto chase behavior specifically arty units.
I play with SFO, so maybe they changed that behaviour. I havent played vanilla in years (and never will rofl) but i have never seen my ranged units run into melee just because of breaking los.
The only time they do that is when AI General takes over. That script just cant handle ranged units. They stutter step into melee no matter what.
Btw Deo, the fixed target switch also works for artillery and ranged units. If the enemy is routing and the ranged unit is slower, they switch target instead of chasing. So its even better now.
@RANC0RX
regarding artillery units, perhaps you can construct a battle where such behavior would be obvious?
I can of course add an option to ignore artillery, but that may cause problems because I'm not sure if everything in game marked as artillery is actually long ranged artillery we talking about. It can be some short ranged fast moving machine or something