Ugh, such a bother!

somebody experimented with a whole bunch of those, I can't remember who, but said they pretty much came up with nil.
 
but it HAS to be something in the .ini file. There's no logical reason for it to do this. Why would some units work right and others not. It can't be a problem with the animations... but maybe that would be the only solution. Still, that really shouldn't be necessary as Kryten said. How can I get in touch with Firaxis? I will ask them about this, or link them to this thread or something.
 
okay, I just did a little test, for those ships that are supposed to face forward and fire, I copied the ironclad and submarine .ini files, and changed the paths to the flics, then overrode the previous .ini files that came with the game, thinking maybe there was a mixup in there somewhere with these types of units. And it still didn't work. So I don't know what the deal is.
 
are the sizes of the boxes in which the animations are placed over 120 pixels? It seems the graphics engine messes up sometimes when the unit flc's are large. Like all my units now use 239x239 pixel cells, and I also made alarge "mobile base" unit, that was an army unit, but when moving NE, N, NW, or W it would "slide" sideways instead of turning and moving forward. Right now my only guess is it is a problem with the army animation.

Another possibility is it may be a FLICster bug.

EDIT: I figured it out, but if anyone want to try and figure the army movement incongruency they are more than welcome.
 
Got it.
For a rotate before attack animation to work, the other unit must also have the ranged attack animation flag, if not, the attacking unit will rush in first and attack.

Here is why I believe this is so:

the animation sequence actually goes like this:

for attacker it goes run-->attack if the enemy is not ranged
if the enemy is ranged, it goes fortify-->attack

the defender always goes fortify-->attack

when watched more closely, you will see that when a swordsman fights a spearman, they do not rush towards each other and meet in the middle, rather the spearmasn fortifies, and the swordsman rushes.

I figured this out because my lasership rotated and attacked every unit but my carrier. So I checked my unit rules, and what do you know, I forgot to give the carrier ranged attack animation. I changed that, started the scenario, and viola, success.
 
:cry: :cry:
My units are all tagged correctly, and they still don't work...
A couple of the units in question are larger on one count or another than 120 pixels, but a couple are not.
 
Alot of times I will load a saved game that has a variety of ships staged to attack eachother after I have changed the scenario rules.....

This will lead to failure.

To truly test to see whether what I am saying is true, (that both units must be flagged ranged attack animation) you must start the scenario, not just load a game with the ships set to strike ;)
 
yeah I know...
Maybe there's just a corruption in the file somewhere. I'm going to reinstall the game, get the patch again, and import all my rules and that jazz to a new .bix file. Maybe that will make it work. If not, I'm just gonna... deal with it.
 
I've solved this problem, if it's one for anyone else.

If you have a naval unit that does not perform correctly on defense, i.e. it does not rotate, or allow the attacking unit to rotate, depending on how you've got them set up (if they just look to ram into each other head on, and fire their broadsides off into the other directions aimlessly) then one of them is set to one movement point. You can't do that with naval units for some reason. They must have more than one movement point in order for their ranged attack to function on the defense. This has to be a bug, I can't imagine a reason for this being intentional, just something little that slipped through the cracks. But it was a big headache for me, so if you run across this problem, then this is the solution!
 
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