Attack prio fix (units getting stuck attacking buildings)

When a military unit is anywhere near an enemy building, it often focusses to attack that said building instead of fighting enemy troops.
This becomes an unfair defender’s advantage, based on a massive bug which has to be fixed immediately (!).
Same thing happens when you have units such as knights and wanna raid farmers, they just go straight to siege the farms instead of killing villagers RIGHT NEXT to themselves.
This seems to be poor coding and has to be fixed asap.

The absolute worst is, when archers behave like that as they are fragile and deal almost zero damage to structures.
You can easily lose with 50 archers against 1 unit behind a towncenter that way by not watching for a few seconds, despite having issued an attackmove.

This bug really has absolute piriority in between the remaining bugs in the game and should be tackled immediately.
It is so frustrating that I and multiple of my friends have stopped playing the game because of it.

Since my last thread has been closed AGES ago and I have received a personal message to not open another thread, I just waited.
But so many months have passed and this severe problem has been existing since the Betas, which is multiple years ago.

So I wanna reopen this thread and bring awareness to this emergency bug-fix/code-rework.

I kindly wanna request you to give a feedback about this problem and a timeline until when it is being fixed.

Didn’t the devs say this wasn’t a bug and was working as intended? Or am I mixing it up with another thing?

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Yes they said that first.
Later on I got a private message, in which I was told they are “already working on it” and that I please should not “open more threads”.
So I opened this thread after waiting for longer than they should have needed to finish that mentioned fix.
Did “working on it” change to “let the bug be as it is” ?

The original message by EliteRiflemann, Volunteer Community Moderator multiple months ago:
“Topic closed and already reviewed by the developer, please do not create more threads about it. Be patient, the developers are working on it”

You don’t know how long it takes to work on anything, and you’re demonstrating the issue in airing private messages to boot (which I didn’t ask for).

Well, good luck with it. I don’t see you getting a new answer though.

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First of all, I never asked you to reply here, this was for the Devs.
You are allowed to leave this thread.
Thanks

The patchnotes are out.
Can’t find any fix/change for attack-priority.

Please leave a short statement regarding that problem.
By when and in which way will this get fixed?

As I got told in a message ages ago that “the devs are working on it”, nothing has been updated ever since.
The problem is being kept silent about.

Buildings are included in attack move commands, they are not supposed to ignore buildings.

Not a bug.

Sorry, but what you are saying is just wrong.
Even Beasty expains it here

It is a bug/poor coding.
The new attackmove improves the situation but the prio is still massively flawed, especially for ranged units.

I was told the Devs are working on in.
But that was months ago.

Not that it’s even relevant, but that video does not contradict what I’ve said at all.

Are you wanting attack move to ignore buildings? Because I seriously doubt the devs have told you that’s how it’s supposed to work (I’ve seen the opposite said in similiar “bug” reports).

The new change is just that an “A” command that’s on a unit or building is no longer considered a focus fire command, its treated as an attack move command to that location always. It wasn’t ever a bug, just different intended behavior. The new way is better in my opinion because it is easier to avoid accidental focus fire commands, however it makes accidental move commands more likely if you ARE trying to focus fire.

An attack move command makes your units move to that location and attack anything they see along their way. That includes enemy units AND buildings. Buildings are not exempted. They’ve never been supposed to be exempted.

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It also depends on the distance, if there are no enemy units within a radius of action then attack the buildings

And that is the root of the issue.
The further the target is, the higher the chance is that units wrongfully (!) starts attacking enemy buildings and often times won’t switch to attacking units, even if they come into melee range.

This was not the case in aoe3(de) !!!

In some of the last patches the Devs changed attack-behaviour against rams.
Now archers are not supposed to be attacking rams anymore - as the Devs wrote - but they still do!!!
Even often times, when other enemy targets are very close, they still attack the ram and for archers that is a devastating loss of dps in the battle.
So the Devs did officially acknowledge the problem, but the execution is lacking and still needs improvement in the game-code, even for rams.

Honestly, units should (imo) not ever attack buildings or rams at all, unless you rightclick on them.
The game is, after all, made by relics.
And in the game coh2, which Relic made, you can set anti-tank-guns on attacking tanks/buildings only, so they will entirely ignore attacking infantry.
Same for tanks, you can set them on ignoring infantry.

The concept of units attacking buildings as well by default is very very outdated and goes back to technical challenges back in the 1990s as far as I know.

Please do something about it.

Well, for me it is acceptable since the fights should not be automated and they require the player’s micro, in the next battle of the campaign I had to use the attack movement again and it does not bother me.

https://youtu.be/5RyNmA7ZcjU?si=m0pP1JDxrv88kpKv&t=85

Unless I target buildings specifically my units seem to always prefer enemy units IF they are within that units target range.

Hmm, I’ll have to do some tests. I have not seen this happen recently.

It works that way in many RTS games. Probably most actually.

This is akin to the request I’ve seen people make where they want units to automatically focus attacking the units they counter, like archers only targeting spear men in a mixed battle.

For me it’s not

I agree
Noone is asking for archers to automatically pick light infantry only.
Noone is asking for horses to pick archers only.
Noone is asking for spearmen to pick cav only…

This is about buildings, not counters.

It’s humanly impossible to play well with archers in any battle close to buildings.
Watch any pro stream/tournament match and you’ll see that NOONE of them can ever play with 100% accuracy or even close to it in that situation.
Not even lucifron.
The only solution is running the archers into melee range against enemies, so at least you got some CHANCE they won’t attack buildings.
But that defeats the purpose of archers.

And that is the problem, you are unfortunately wrong here.
Very often they are in the attackrange and DO NOT attack units but buildings.
Imo, if any unit of the army is in line of sight of an enemy, everything should prioritize units over buildings, especially for archers.

I doubt this without evidence. Keep in mind if you have given a command to attack building, they will not switch targets until it dies (nor should they that would be awful).

It’s not based on your overall line of sight, that would create some very silly situations without other limits in place. It’s on a unit by unit basis.