Monster objects are a common source of confusion. While easily being the most fun objects to play around with, they are often misunderstood-- a monster tag actually contains the behavior data for all units, not just monsters. The stats and behavior for warriors, berserks, and dwarves are all defined here alongside mauls, Myrkridia, and Trow. Lots of fun to tinker with...
Just remember that, when you create a new monster tag, you MUST ALSO create a unit tag that points to it, or your unit will not be available in map editors like Loathing.
This tag has been the subject of most enhancements in the 1.4 and 1.5 updates...
monster Tag Anatomy
- Collection - This is the collection of sprites used by this unit. Often, a unit is designed around these collections, not vice versa, so it might be a bad idea to switch these around (unless you been playing with the collections...).
- Object Tag - This box is for selecting a unit's type. See the objects entry for more information on these tags.
- Size - This flag is not for determining actual size, but for determining certain characteristics of a unit. A unit's size determines such things as whether or not a Trow, for example, will punch an enemy (if the enemy is giant size) or kick it (if it is smaller). It looks awfully silly when a Trow punches a dwarf, and even sillier when it kicks another Trow.
- Visibility - This box allows you to select a unit's field of vision. A nearsighted unit does not see as far as a farsighted unit does, which means units will not fade in or appear on the overhead map until they are closer. If set to None, then the unit is essentially blind-- generally not a desirable thing, but it could be used for some unique units.
- Class - This is the general class of units that this unit belongs to. The most common are Melee and Missile; hand to hand and long range units, respectively. Other unit classes include Suicide (such as Wights), Harmless (such as those hapless peasants), and Ambient Life (such as birds or chickens). Two others, Invisible Observers (hidden units that are used for map action scripts) and Special (not really used), are mostly used in map design.
- Allegiance - This pop-up is for selecting a unit's allegiance-- Light, or Dark. In netgames, this doesn't matter, but in the solo game, it... well, it still doesn't matter much there either. Still, you should set this flag appropriately.
- Local Projectile Group - This pop-up allows you to select an ambient local projectile group for your unit, one that follows the unit around. For example, if you select a chimney smoke group for your unit, he will appear to be perpetually smoking. This can be used for anything from mundane smoke to wild energy effects whirling around your unit.
- Map Action Tag - This pop-up is for selecting a map action that will automatically be created for this unit when it is created in a level. Chickens and ambient life use this to create their wandering effects, and it is possible to create such things as ambient Wights with this tag.
- Carries Multiple Items (NEW) - You can type a minimum of 1 and a maximum of 9 if you check this flag. This will allow the unit to pick up multiple things at once. The player can switch between them using the new I key (Inventory) and shift-I to drop them.
- Attack Frequency (NEW) - This provides an additional random delay range for attack recovery, and previously existed in the TFL monster tag. For the mapmaker who doesn't want their unit's sword swings to be as predictable as a swiss watch.
- Attacks
- Desired Projectile Volume - This pop-up is used to determine how large of a projectile a unit can pick up. Ghols, for example, prefer Small projectiles for their attack, and thus are set to small. This setting does not affect picking up ammunition.
- Attacks (un-named) - This window list shows all of this unit's different attacks. You can add, duplicate, or delete entries from this list, and double click on them to edit them, which brings up a new Attack Edit window (see below).
- Attack Edit (un-named window)
- Projectile - This pop-up allows you to select the projectile created by this attack.
- Sequences (un-named) - This list of four sequences defines the appearance of the attack. Double clicking an entry allows you to select one of this unit's available sequences (as defined in its collection). Selecting no sequence causes no sequence to be played--you should always have a sequence. In fact, Myth will not load if you don't have a sequence specified. In addition to selecting the sequence, opening the sequence edit window allows you to edit these three flags:
- Normal - If this is checked, this sequence will be used as the unit's normal, default attack. An attack must have at least one Normal sequence. If it has more, it will randomly select a sequence from those available, which is how warriors can be made to swing their swords differently.
- Declinated - If this is checked, this sequence is used when a unit is shooting at a downwards angle. Bowmen are great examples of this in action, as they have all three sequences and use them frequently. If no Elevated sequence is specified, the unit will simply use the Normal. And if no Normal is set, then the universe will implode and destroy all of reality. Be sure to set your Normal sequence.
- Elevated - If this is checked, this sequence is used when a unit is shooting at an upwards angle. Again, bowmen are great examples of this in action. If no Elevated sequence is specified, the unit will simply use the Normal.
- Minimum Range - This is the minimum range of this attack. If a target is inside this range, the unit will move away and try to correct this. Dwarves and archers use this.
- Maximum Range - This is a unit's maximum attack range. Melee units usually use 2.000 for this, while Missile units often have a much greater range. Keep in mind that an attack's range is also limited by characteristics of the projectile being fired.
- Repetitions - This is the number of times that an attack is carried out per command. If you set an archer's repetitions to 5, he will fire five arrows in rapid succession before pausing to... well, reload. NEW: If this number is negative and Uses Ammunition is also checked, the attack will restore ammunition by the number specified in Repetitions. Very useful for reload attacks.
- Miss Fraction - This is the fraction of times that a unit will miss with his attack. For Melee units, this manifests as a harmless sword swipe, while for Missile units it results in an off shot. 1.00 causes the unit to miss all the time, while 0.000 results in no misses.
- Initial Velocity - These two fields show the range between which a projectile's initial velocity will be. It will be a random value between the two specified, so make sure the first is less than the second. If you want the value to be constant, enter the same number in both fields. Melee attacks use 0.00 to 0.00, while a dwarf ranges from .150 to .170.
- Initial Velocity Error - This is the amount of error that will be introduced to perfect initial velocity, causing the shot to miss. Melee units have an error of 0.00, while Missile units will often have a small error to keep them from hitting every time.
- Velocity Experience Delta - This is the amount that is removed from the Initial Velocity Error every time a unit scores a kill, resulting in more and more accuracy as the unit becomes more experienced.
- Recovery Time - This is the amount of time between a unit's attacks, in seconds. Keep in mind that a unit's attack time is also affected by the speed of its attack sequence animation. A unit cannot attackfaster than that its animation can run. Also be aware that the Recovery Time is added again for every repetition in the attack. So if you have 10 repetitions and a recovery time of 0.1, the unit will actually pause a full second before firing again.
- Recovery Time Experience Delta - This is the amount that is removed from the Recovery Time every time a unit scores a kill, resulting in faster and faster attacks as a unit grows more experienced.
- Mana Cost - This is the cost of an attack in mana. A warlock's fireball has a value of 55.00, which is about half of his mana. NEW: This value can also be negative, causing the mana to be restored by the attack.
- Attack Flags (inside Attack Edit window)
- Is Indirect - This is whether or not an attack is directly targeted at a unit. An indirect attack is usually explosive, affecting any number of units around it, while a direct attack is a melee attack,that affects a single unit and no others. If indirect is checked then the unit will lob the projectile high in the air rather than throw it directly at the target.
- Does Not Require Solution - If this is checked, the unit will attack as soon as an opponent is in range. He doesn't aim, doesn't check for elevation, or any of that jazz. He Just Does It. Great for guided attacks.
- Aimed at Target's Feet - If checked, the projectile is aimed to hit the ground at the target's feet. This is useful for area effect attacks, like explosives, but lousy for impact weapons, like arrows or melee attacks.
- Leads Target - If this is checked, the unit looks at how fast and what direction a unit is moving in and takes these into account before attacking. While this greatly improves accuracy, it can result in some shockingly stupid moves-- a dwarf will sometimes throw straight up into the air in order to lead a unit rushing towards it. The result is more often a dead dwarf than a dead opponent. Still, check this if you unit is using a missile attack.
- Uses Ammunition - Just what it says. Attacks checked with this use ammunition from the unit's carried store, which is set elsewhere in the monster tag.
- Uses Carried Projectile - This is what ghols do-- this attack uses a projectile determined by the unit's ammunition, which can be anything from a pus packet to an old sword to a head. Your damage and mileage may vary.
- Is Reflexive - If this is checked, the unit inflicts this attack on itself. Silly in most circumstances, but very useful for targeting the ground directly beneath a unit (as a dwarf does when laying satchels) or inflicting a suicide triggering wound, as a wight does with its dagger.
- Is Special Ability - If this is checked, the attack is activated using the Special Ability key (default T).
- Is Primary Attack - If checked, this attack is the default attack selected and used when you simply tell a unit to attack a target. If this is not checked, you must trigger this attack using a double click, as in the case of an archer's knife attack.
- Avoids Friendly Units - If this is checked, the unit takes into account the presence of friendly units when lining up for a shot (though, he never seems to do a good job). Should be checked for units using an explosive attack who might harm a friendly unit by attacking.
- Vs. Giant Sized - This is an attack used only against units whose size is set to Giant. An example is a Trow's punch.
- Prohibited vs. Giant Sized - This is an attack that cannot be used against Giant sized units. An example is a Trow's kick, which is used only against smaller units.
- Is Fixed Pitch - If checked, the projectile will always be fired at an angle, resulting in an arcing shot instead of a direct, melee shot. Examples include dwarf cocktails and archer arrows.
- Don't shoot over nearby units - If this is checked, the unit will not try to shoot over a nearby unit. This is very handy for dwarves, who we all know are stupid enough to try and throw a bottle through a comrade's head.
- Lob to hit lower nearby units - If this is checked, a unit will try to lob a projectile at a target if that target is nearby and below the unit. This is specifically designed to help dwarves lob grenades from castle walls.
- Can be used against friendly units - If this is checked, this attack can target friendly units. This is necessary for such things as healing, but not necessary for such things as fire arrows or dispersal dreams (though, we all love shooting those lippy dwarves with fire arrows...).
- Player can Interrupt (NEW) - If this is checked, the attack animation does not need to complete before the unit responds to user movement or other commands. This can be very useful for long-winded attacks (such as a napoleonic soldier reloading his musket) that you'd like the player to be able to abort easily.
- Projectile Groups
- Exploding - This is the projectile group created when a unit suffers a "hard death"-- by an explosion or other sufficiently violent event.
- Melee Impact - This is the projectile group created when a unit is struck with a melee attack, like a sword.
- Dying - This is the group created when a unit suffers a "soft death"-- by melee attacks or fire, etc.
- Blocked Impact - This is the group created when a unit blocks an attack, like a warrior does with his shield.
- Absorbed Impact - This is the group created when a unit absorbs a blow, like a journeyman does with his coat.
- Entrance - This is the group called when a unit enters the map. Usually, this is left empty.
- Exit - This is the group called when a unit exits the map. Usually, this is left empty too, with exceptions such as Soulblighter, who can call his crow effects.
- Burned (NEW) - If your unit died of fire damage, you can use this to specify a projectile group that has them running in circles screaming like a stuck pig, with flames and smoke pouring off them before collapsing in a charred heap. I'm such a sadist.
- String Lists
- Spelling - This is for selecting a unit's spelling string list, which contains a unit's designation in singular and plural (i.e. Dwarf, Dwarves, or Ghol, Ghols).
- Names - This is for selecting the string list that contains all of the unit's possible names.
- Flavor - This is for selecting the string list that contains all of the unit's possible flavor texts.
- Special Ability - This is for selecting the string list that contains the unit's special ability text, which is displayed when you trigger a Special Ability attack.
- Distances
- Warning - This is the distance at which a unit becomes aware of other units' cries for help, such as when they've been attacked.
- Critical - This is the distance at which the unit is warned (made aware of) another unit's presence. It is also the distance within which a unit will look for new targets if their previous target dies.
- Activation - This is the distance at which a unit takes action of its own volition upon another unit. Highly aggressive or alert units have very large values here.
- Ammunition
- Ammo Tag - This allows you to select the type of projectile a unit is carrying as ammunition.
- Initial Count - These fields allow you to enter an initial ammunition level, randomly selected from between the two numbers. If you want a fixed initial amount of ammo, enter the same amount in both fields.
- Maximum Count - The maximum amount of ammo a unit can carry.
- Left Handed Fraction - The fraction of units whose sprites are reversed (making them appear left handed).
- Turning Speed - The speed at which a unit can turn, in degrees per second.
- Hard Death System Shock - This number is used to define just how much damage a unit has to take to suffer a hard death from such things as an extremely hard hit.
- Flinch System Shock - This number is used to define just how hard a unit has to be hit in order to flinch, or hesitate in its attack. For example, trow have a very high value here, which is why they can take such a licking and keep on ticking.
- Propelled System Shock (NEW) - This number is used to define just how hard a unit has to be hit in order to be propelled across the map by the damage. The Can Be Propelled flag must be checked for this to have any effect. Using this and the other Propulsion value, you could have a trow that literally kicks units around.
- Damage to Propulsion (NEW) - This affects both the speed and duration of the propulsion a monster receives from damage. The highest number (1.0) means maximum propulsion, while low numbers mean the unit will barely stumble. Note: Propelled monsters will stay level with the ground and will stop if they run into an obstacle or impassable terrain. Sadly therefore you cannot use this feature to smack units off the side of a cliff.
- Absorbed Fraction - The fraction of blows that a unit will absorb without damage. Journeymen, for example, absorb quite a few hits due to their thick coats.
- Healing Fraction - The fraction of a unit's health that can be restored through healing. 1.00 is complete restoration, while 0.00 is none at all.
- Combined Power - This number is used by the Myth AI to assess a unit's attack potential and danger. Consequently, units with a high Power are treated more seriously by the engine in terms of targeting, attack, and defense.
- Longest Range - This is the longest range at which a unit can attack.
- Experience Point Value - This is the number of kills a unit is worth to others who might kill it.
- Cost - This is the unit's cost during unit trading.
- Pathfinding Radius - This number determines the unit's "space bubble"-- the minimum distance it will allow between it and a allied unit who is trying to pass by it. Naturally, enemy units ignore this...
- Maximum Mana - This is the maximum number of mana points that a unit has.
- Mana Recharge Rate - This is the rate at which a unit recharges mana points.
- Berserk System Shock - If a unit suffers more damage than this amount, it will go berserk, attack all nearby units, friend and foe alike.
- Berserk Vitality - This fraction is the amount of life at which a unit will go berserk. An example is the Myrkridia, which have a setting of 0.25, and go berserk when reduced to a quarter of their health. Very nasty.
- Sequences
- Primary - This is the unit's primary, just hanging around sequence.
- Transition to Secondary - This is the transition sequence from primary to secondary.
- Secondary - This is the unit's second chillin' sequence.
- Transition to Primary - This is the transition sequence from secondary to primary.
- Moving - This is the unit's moving sequence.
- Running - This is the unit's running sequence.
- Pausing for Obstacle - This is the sequence to play while the unit is pausing for an obstacle.
- Turning - This is the (you guessed it!) sequence to play when a unit is turning.
- Blocking - This is for when a unit is blocking an attack.
- Flinching - This is for when a unit is flinching.
- Being Propelled (NEW) - This is for when a unit is being propelled by damage
- Holding for Attack - This is for when a unit is waiting to attack.
- Ammunition Icon - Sequence is the single frame icon displayed beside a unit's ammunition count, like a dwarfs satchel count or an archers flaming arrows.
- Picking Up Object - This the sequence for when a unit is picking up an object.
- Taunting - This is, quite shockingly, the unit's taunt sequence.
- Celebration - This is the sequence played when a unit is celebrating a level or netgame victory. Often the same as their Taunt sequence.
- Gliding - This is the sequence that flying units use when they are gliding.
- Placeholder - This is, amazingly, a placeholder.
- Head Shots - This is the unit's head shot, as displayed in the status bar at the top of the screen.
- Sounds - The sounds dialog is very flexible, allowing you to fill slots with sound tags and specify what type of sound it is. The types you can assign are as follows.
- Attack Order - This is called when a unit is ordered to attack.
- Multiple Attack Order - This is called when the unit is repeatedly ordered to attack. Good for grumbling, petulant units like dwarves.
- Attack Order vs. Undead - This sound is unimplemented... sorry.
- Move Order - This is called when a unit is ordered to move.
- Multiple Move Order - This is called when a unit is ordered to move multiple times. Also good for grumpy units.
- Selection - This is called when you select (click on) a unit.
- Multiple Selection - This is called when you repeatedly select a unit.
- Hit Friendly Unit - This is called when the unit hits an ally. Usually an apology, or perhaps a warning.
- Hit By Friendly Unit - This is called when the unit is hit by a friendly unit. Usually complaints.
- Attack Obstructed By Friendly Unit - This is called when the unit's attack is obstructed by a friendly unit. Obviously, this is seldom called by melee units or units whose attacks are set to ignore friendly units.
- Attack Enemy Unit - This sound is unimplemented... sorry.
- Attack Enemy Unit with Friends Nearby - This sound is called when a unit is given an attack order and friendly units are nearby.
- Sprayed with Gore - This sound is unimplemented... sorry.
- Caused Enemy Death - This is called when the unit causes an enemy death (never would have guessed it...).
- Caused Friendly Death - This is called when the unit causes a friendly death.
- Caused Death of Enemy Undead - This is called when the unit kills an enemy undead unit.
- Caused Multiple Enemy Deaths - This sound is unimplemented... sorry.
- Terrain Parameters
- Base Movement Speed - This is the speed at which a unit naturally moves. Note that changing this does not affect the unit's walking sequence animation, and major changes here will result in the walking animation not matching the unit's actual speed.
- Speeds and Costs - All of these boxes determine whether or not a unit can cross a certain terrain. If the box is checked, a unit can cross this type of terrain. The Speed field beside it is the fraction of the unit's normal speed at which it will travel when it crosses this type of terrain (0.500 would be half speed, while 1.00 is full speed ahead and a speed of zero will make the terrain impassable for the unit). NEW: The previously unused Cost field is used to implement a number of extended flags, which are discussed under Monster Flags below. In addition, if you have the Use Extended flag ticked, you can put a value from 1 to 255 in Marsh Terrain Cost, to show the number of kills at which the monster stops improving with experience (Myth's default is 5 kills).
- Monster Flags
- Translates Continuously - Monsters with this flag checked move smoothly despite not having a walk animation. Generally, you should use this only when the unit does not walk or animate as it is moving--soulless, shades, and other floating units are good examples of this.
- Holds with Clear Shot - It was previously thought that this flag defined whether a unit stayed still after shooting or kept walking between shots, however we now know that it does nothing at all.
- Floats - If checked, the unit will float just above the ground, as soulless and shades do.
- Flies - If checked, the unit will fly and glid like birds do (you'll need to use this in conjunction with an object that is told to stay a set height above the mesh. You will then have to place the unit in Loathing and raise it into the air).
- Raise to Flying Height (NEW) - If checked, the unit is lifted 4 world units above the mesh at the start of a game.
- Allows Projectiles to Pass Through - If checked, the unit is ghostly, and arrows or spears will shoot right through it continuing on to cause more damage. An example of this are soulless.
- Experience Proportional to Damage - If this is checked, the unit appears to have more experience as its health decreases. This can be used to create a "berserker" effect, making a unit attack faster or more accurately when it is damaged.
- Is Anti-Missile Unit - If checked, this unit will always try to target units with the flag below...
- Is Anti-Missile Target - If checked, this unit will always be targeted by Anti-Missile units.
- Turns to Stone When Killed - Units with this checked turn to stone when they die, a la Trow.
- Concentrates on a Single Target - Units with this checked will focus their attacks on a single unit until it is dead, and then move on.
- Is Undead - If checked, the unit is an undead unit.
- Cannot Be Autotargeted - If checked, this unit cannot be automatically targeted by an attacking unit--it must be explicitly targeted by the player.
- Is Giant Sized - If checked, this unit is considered to be giant sized, which can affect such things as attacks.
- Does Not Respect Visibility - If this is checked, the monster is always visible--it does not fade out when it moves out of visual range. Great for things like winch and cannon monsters, which should always be visible (as they are actually a sort of scenery).
- Is Not Solid - Units with this flag are like ghosts, able to pass through scenery marked as solid (unless it marks the mesh as impassable) and immune to non-area effect weapons.
- Leaves Contrail - If checked, the unit leaves a ghostly trail behind it. It looks odd, but is useful in some cases. However, it tends to make a unit jerk along, and was never really used in Myth II apart from with Mahir.
- Invisible on Overhead Map - This flag, quite appropriately, makes the unit invisible on the overhead map. Very useful for ambient life or really sneaky wights.
- Cannot Be Healed - Self explanatory. Units with this flag cannot be healed.
- Does Not Drop Ammo When Dying - When units with this flag die, they no not drop any ammunition they were carrying (like dwarves do with their satchels).
- Is Inanimate Object - Units with this flag are inanimate objects. Examples of this include winch "monsters" and cannons.
- Can Be Propelled (NEW) - Units with this flag can be smacked around the map by damage
- If Ambient, can be targetted normally (NEW) - Units with this flag that are marked as Ambient Life in Loathing will appear on the overhead as Yellow dots (not blue) and will have red selection boxes when you click on them. You can attack them by a simple click rather than having to shift-option-click.
- Use Extended (NEW) - This was formely the unused Is Skittish flag. Now it is used to define whether any of the following flags are used for this monster. These flags use the Grass, Desert and Sloped Terrain Costs to store their values, so unless those terrain types are checked as passable (set speed to zero if you don't want the unit to walk on them) then you won't be able to use these flags...
- Doesn't Close on Target - This applies to Melee units with both long and short-range attacks, such as bre'Unor. By default, such units will creep forward between attacks and eventually switch to the short range option and charge the enemy. This option lets you tell them to stand still if they have a valid attack to use.
- Resizable Selection Box - All units in Myth 2 draw the size of the selection box (the yellow rectangle that appears when you select the unit) from their first idle sequence, and apply that to all the unit's sequences. With this value present, it will use whatever selection box size is present in the collection for the unit's Taunt and all Attack sequences.For instance, a weekend warrior in camies could duck down behind a rock when told to taunt and its selection box would skrink, making it much harder to hit with paintballs.
- Unit can Charge - This only applies to units that have a Running sequence. It uses two other terrain fields - Snow Terrain Cost must hold a value being the distance in world units from enemies within which the unit will start running, and Rocky Terrain cost holding the percentage by which its speed is to increase (eg 50 to increase speed by 50%). The unit will run not only when ordered to attack, but also when damaged by an enemy within the Snow cost range. We considered stamina, but did not find a satisfactory method of implementing it in Myth.
- Turns in a Curve - By default, Myth II units will swivel on the spot when changing direction. With this flag they'll walk in a graceful curve instead, as units did in TFL.
- Enemies Can't See Mana - Ever felt frustrated that your opponent knew exactly how much mana your warlock had? With this flag checked, only you and your allies will be able to see it.
- Mana isn't Shown - Sometimes Mana is only there to control the mechanics of the unit and would be distracting to actually see in-game. Using this you can make it totally hidden from all players.
- Mixes Missile/Melee Behaviour - For missile units such as a line of archers, when you click on a group of enemies only the clicked unit is highlighted, and the arcs all fire at this one unlucky unit. With this flag, all units in the enemy group will be lit up, and the archers will spread their fire. Shift-click will make them target the one unit if desired. For melee units, this value will give them some of the AI characteristics of missile. When standing around without any player orders (no stop or guard command), if struck by long range fire outside of the unit's activation distance it will decide to retreat like an archer or dwarf does. Standard melee behaviour is to stand firm regardless of damage. Also, if a melee unit with this flag auto-responds to an enemy within range and attacks, and that enemy dies, the unit will not advance to attack other enemies outside activation distance range - again, the same as an archer's behaviour.
- Has Long Range Eyesight - Short sighted monsters can see 22 world units and longsighted 28, however this allows your unit to see enemies up to 38 world units away.
- Double Click Selects By Monster Type - Standard myth behaviour is that when you double-click on a unit, all nearby units sharing the same collection tag will be selected. You can click on a dwarf, and the nearby pathfinder dwarf, dwarf hero, and screaming iron assault dwarf will also be selected. This value means that double-click will only include this unit if the clicked unit shares the same monster tag. I've seen plenty of instances where a large collection was duplicated purely to achieve this effect.
- Missile Attack Not Height Affected - With Myth 2 Bungie introduced the concept of a flexible maximum range for missile units. You think your archers can only shoot 20 world units? Wrong. Put them on a high hilltop, and their range can extend significantly depending on how low the enemy is. It works the other way as well, the lower you are the closer you have to get to a high target before you can shoot. In TFL this was not the case - maximum range was maximum range. With this value your units will not gain or lose distance because of terrain elevation.
- No Flinch When Healed - This means that while being healed a unit will keep doing whatever it was doing rather than freeze in the flinch position while the healing takes place.
- Chases Enemy During Attack Recovery - Imagine if you will, a warrior chasing a dwarf. The warrior catches him, swings, then stands to think for a second before resuming the chase. Units with this value will not stand to think but will keep on chasing. This can make for more fluid and natural-looking gameplay, and also make you think twice before getting in range of the enemy as its harder to get away again.
- Walks on the Surface of Water - These units will stick to the surface of water, making ripples as they move. You can define them to have no passability on ground, effectively making a boat unit. (Enter zero in the speed field for all land terrain types).
- Doesn't Auto-target Enemies - With this flag, units will only attack an enemy if you tell them to do so. Conceptually having zero values for Warning and Activation would do this, however on occasion the unit still auto-targetted. Not with this flag on.
- Extra Aggressive (Missile Units Only) - Imagine if you will a group of archers you've told to attack some fleeing arcs. The target you clicked on dies. Your arcs auto-switch to another arc in the enemy group, but they cease chasing - as soon as the new targets are out of range your arcs stop firing. This flag will make your arcs keep up the chase once you've told them to attack, until you give another command.
- Moves to Position to Shoot Uphill - The Myth targetting algorithms weren't fully complete for units shooting zero-gravity projectiles like bullets. One of the quirks happened if Myth decided that terrain was blocking the shot, as often occurs if the target is uphill from the attacker. When this happened, the attacker would stand still doing absolutely nothing. With this flag it will try to find a path to a position from where it can actually shoot.
- Shift-Click Targets Group - If you hold shift while telling soulless to fire at an enemy group, the whole group will be targetted rather than only the clicked-on unit.
- Walks Around Large Unit Blockages - Units become more intelligent about finding their way around lots of units to where they're going, rather than mindlessly walking back and forth going nowhere.
- Can Target Flying Units - This applies only to Melee Type units. If they have a missile attack that is capable of reaching a flying enemy, they'll now be able to shoot.
- Chases Enemies Intelligently - Due to quirks in the pathfinding algorithm its possible to shake a pursuing enemy off your tail by doing sharp zig-zags at the right moment. In practice that made the enemy unit look rather dumb. With this flag checked, the zig zag will no longer work.
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