incog wrote:at very least the thing with back herding is that you know that once you''ve been back herded, it won''t back-herd again next shot
Actually that''s not even true. I''ve had dual back hunts on numerous occasions.
Never trust a bison.
incog wrote:at very least the thing with back herding is that you know that once you''ve been back herded, it won''t back-herd again next shot
+1wickedcossack wrote:Actually thats not even true. Ive had dual back hunts on numerous occasions.incog wrote:at very least the thing with back herding is that you know that once youve been back herded, it wont back-herd again next shot
Never trust a bison.
<'Tactics>'hunt.tactics<'/Tactics>'garja wrote:jerom wrote:The real question is, has anyone found the gamefiles that dictate these rules yet? Maybe we can learn more from it that way.Code: Select all
<'Unit id="291" name="Bison">'
"data"
<'/Unit>'
Not sure which of those lines sets the walking range.
Probably the backherding mechanic is an attribute of the herd rather than the single unit. And because of that it is probably related to the size of the map.
But, how did you do so you can hunt settler wagons? Wouldn''t you have to change the tags or something on the units? I''m by no means a game coder, but it seems reasonable that the behaviour + possibility to be herded is in one of those flags/unittypes?neuron wrote:@garja
No, it''s not in the unit tags. The herding behaviour is hardcoded, it can be applied to any unit. Such as:
Yeah, settler wagons can backerd too, canons too!
breeze wrote: they cant even guess how much f***ing piece of stupid retarded they look they are trying to give lesson to people who are over pr35 and know the best mu. im pretty sure that we need a page that only pr30+ post and then we could have a nice discussins.
Unfortunately it doesn''t really work (at least I didnt manage to recreate it)lordraphael wrote:if you know exactly that your herd is gonna backherd the next time u are going to shoot it u can avoid backherd by shooting the hunt away from your tc which results in the hunt doing the opposit and coming closer to your tc not sure why it hasnt been mentioned alreadyits quite a nice trick and can save u games
So in the end, backherding really comes down to bad hunt placements combined with the fact that hunts wander around right?neuron wrote:You can make any moving units act as a herd in a random map, by just spawning a group of objects and defining it as a herd. So the herd/herding behaviour mechanics are actually separate from the units tags/characteristics. Anything that moves in AOE3 can probably be made herdable. I did this with a herd of explorers, a herd of canons, a herd of petards, a herd of priests. This was part of my thourough attempt at eliminating backherding from AOE3 which I did once, trying every possible method.
There is a method which sort of works, but it involves having a player/AI control the herds movements on the map. So once they stray too far from a spot, a trigger could send them back to their spawn spot or back to their circle.
+1neuron wrote:Yeah, if the map is balanced and the distribution of hunts is equally good (or bad) for both players, backherding won''t play much of a role in the outcome of a game. It''s the worst when one player is mapscrewed, he goes the extra mile to get his hunts from far outside his base, then he gets punished by backherding for basically having a skill (herding your hunts in time).
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