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Thread: Anyone know how to make giants more agressive?

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  1. #1
    Scipio praeditus's Avatar Decanus
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    Default Anyone know how to make giants more agressive?

    I made the Night Goblins playable and enabled giants because I wanted a super elite unit in my main army (I don't like the goblin shamans, because of the totem they schlep around with them and a serious lack of damage being done).

    They don't seem to cause any crashes, but when they are in combat they mostly stand around looking stupid.
    There's an enormous delay in between their attack animations that makes them practically useless as anything other than a sacrificial unit, or with constant micromanaging as linebreakers.
    Though they do inflict some damage, the long brakes in between animations make them die way to quickly.

    So does anyone know how to make the delay between animations shorter?
    Last edited by Scipio praeditus; April 07, 2011 at 08:10 PM. Reason: correction
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

  2. #2

    Default Re: Anyone know how to make giants more agressive?

    Well giants do have a random table of attacks in Warhammer Fantasy, and this can mean they just stand around doing very little. They are noted in the fluff as being dim-witted and slow to react. They actually take time to decide how their going to attack something.
    Art //

  3. #3
    Scipio praeditus's Avatar Decanus
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    Default Re: Anyone know how to make giants more agressive?

    I understand that they should not be very fast to react, but they should't do nothing three quarters of the time.
    I only want to reduce the time between attack animations a bit, not remove it completely.

    By the way, the delay between attacks in the EDU is 0, so that's not it.
    I am about to try lowering the 'Skeleton compensation factor', but I doubt that will change anything, and it's certainly not the cause.
    It could be the animation, but an animation that just makes them glance around most of the time is highly unlikely.

    So, anybody have a clue how to do it?
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

  4. #4
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Anyone know how to make giants more agressive?

    It's an animation problem I believe (hence why they aren't available in 1.44 without some file editing).

  5. #5
    Scipio praeditus's Avatar Decanus
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    Default Re: Anyone know how to make giants more agressive?

    I tried changing the 'Skeleton compensation factor', and it does seem to make a little difference at least.

    As I had been testing for a while though, I discovered that during my standard tests against four 'dwarf warriors' units my giants seemed unstoppable as long as they kept charging, and only charging.
    Once they had engaged the dwarfs in combat after a charge I made them run on through the enemy unit untill they reached a distance from which they could charge again, run through again, charge again, rinse and repeat, rinse and repeat etc.

    Though this doesn't work against enemies like Khornate Bloodletters (against which they hardly inflicted a single casualty without adequate support), it does seem to make Giants a viable superweapon against average opposition.

    So, even if the animation problem will be solved in any following patch, they will be of far greater use with the tactic described above.
    Last edited by Scipio praeditus; April 08, 2011 at 07:29 PM. Reason: correction
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

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