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-- Read this and make changes if you want to customize how this mod works.
-- Anything that starts with a -- is a comment.
-- Comments are just notes to yourself. They don't do anything.
-- You can add, change, or delete comments all you'd like.
-- I put my comments above or on the line they refer to.
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-- This option allows you to change this mod's primary hotkeys or get rid of them altogether
-- You probably don't need to edit this unless you need it for another mod or you need
-- a lot of camera bookmark hotkeys and wish this mod didn't use so many.
-- Set these to true to use the hotkey in the mod's description ("Save Camera Bookmark 12")
-- Set this to false to not use the hotkey at all
-- Or you can set this to one of the allowed modding hotkeys (F2 to F4) like "script_shift_F2"
hotkey_for_attack_move_lock = true
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-- Do you want this mod to add a button to the bottom bar?
-- Use "right", "left", or false
add_button_for_attack_move_lock = "right"
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-- Do you want an icon above the unit when the attack-move lock is on?
-- "yes" - Use an icon when on
-- "with other indicators" - Only use an icon if you are showing other unit indicators
-- like threat, health bars, or unit type icons.
-- Depending on your spacebar menu settings, this can allow you to
-- hide it unless you hold the spacebar.
-- "no" - never use an icon above the unit
show_icon_above_attack_move_unit = "always"
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-- This mod needs to disable unit responses (like "Moving out!", "Right away!", etc) when a unit
-- is attack moving, because this mod re-issues orders frequently.
-- "if needed" - Leave unit responses on most of the time, and
-- only mute them when a unit is given an attack-move.
-- This will cause unit responses to be turned on and off as needed during the battle.
-- "always" - Always turn unit responses off. This gives you a more consistent experience, but
-- it means that you won't hear the unit responses even if you aren't attack-moving
-- at the moment.
turn_off_unit_responses = "if needed"
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-- About how close should an enemy be to your melee units before your unit gets an attack order?
-- (The effective distance between units can get modified for this mod in specific situations;
-- see the other options below.)
redirect_radius = 64
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-- This controls how often this mod checks for nearby targets and updates orders for units
-- under its control
seconds_between_attack_move_checks = 0.7
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-- Should attack-moving units consider routing and/or shattered enemies to be
-- valid targets before victory is declared? (Once victory is declared, all enemies are shattered, so
-- this mod assumes they can be targets at that point. See also mode_after_victory).
can_target_routing_enemies = true
can_target_shattered_enemies = false
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-- When victory is first declared, what do you want your units with attack-move locks to do?
-- Set this to one of the following (using quotes):
-- "keep" will keep your attack move locks (your units will target nearby shattered units)
-- "unlock but proceed" will unlock all units but allow them to proceed with whatever they are doing
-- (which might be an attack or move order)
-- "report and unlock" will order any locked units to stop attacking and go to their locked location,
-- and then this mod will unlock them. They will stand there waiting your orders
--
-- Note that this setting only affects what happens when victory is *first* declared. Friendly units that
-- rally or stop rampaging on victory might or might not be included. After victory, you
-- still have the option to unlock units yourself or to give new attack move orders that will
-- target shattered units.
mode_after_victory = "keep"
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-- When your attack-moving unit gets into melee, the attack move is either suspended or canceled
-- Once the melee is finished, should the attack move be automatically resumed?
resume_attack_move_after_combat = true
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-- When your attack-moving unit starts to flee, the attack move is either suspended or canceled
-- If that unit rallies, should the attack move be automatically resumed?
resume_attack_move_once_rallied = false
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-- !!!WARNING!!!: This option is experimental and certainly not polished. Giving attack-move orders
-- during siege battles might cause strange behavior when your units are on or
-- within the redirect_radius distance of a wall, especially for units that
-- can't climb walls, like cavalry.
enable_during_siege_battles = false
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-- These settings allow your units to prioritize enemies they are directly facing (to hopefully
-- reduce clumping and make things more intuitive). Enemies at an angle are gradually considered further away.
-- For multiplicative adjustments, 1 results in no adjustment
-- For additive adjustments, 0 results in no adjustment
angle_for_max_bearing_adjustment = 45
max_mult_adjust_for_bearing = 1.4
max_add_adjust_for_bearing = 10
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-- These settings allow your units to prioritize enemies that are on the way to their ordered position.
-- Targets at an angle are gradually considered further away.
-- For multiplicative adjustments, 1 results in no adjustment
-- For additive adjustments, 0 results in no adjustment
angle_for_max_desired_direction_adjustment = 90
max_mult_adjust_for_desired_direction = 1.3
max_add_adjust_for_desired_direction = 0
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-- These settings allow your units in the air to prefer attacking enemy units in the air
-- by using negatives for the additive adjustment and/or a value less than 1 for the multiplicative
-- For multiplicative adjustments, 1 results in no adjustment
-- For additive adjustments, 0 results in no adjustment
mult_adjust_for_two_flying = 1
add_adjust_for_two_flying = -20
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-- These settings allow your ranged units to prefer attacking enemy units in the air
-- by using negatives for the additive adjustment and/or a value less than 1 for the multiplicative
-- This adjustment will only be made if the enemy flier is not in currently in melee.
-- For multiplicative adjustments, 1 results in no adjustment
-- For additive adjustments, 0 results in no adjustment
mult_adjust_ranged_vs_flying = 1
add_adjust_ranged_vs_flying = -20
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-- This modifies the redirect_radius when chasing.
-- I highly recommend that there is at least some amount of chasing adjust
-- Set this higher if you want to allow your units to chase enemies further
-- (For example, setting this to 2 will allow units to chase enemies until they are twice as far away)
mult_chasing_adjust = 1.1
add_chasing_adjust = 5
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-- Attack-moving ranged units will target the closest enemy unit, but you can modify how this mod
-- perceives the effective distance of enemies that are in melee so they are prioritized less.
-- This lowers the chance of friendly fire, but those enemies could still be considered valid targets
-- eventually unless you set allow_range_to_target_melee to false
allow_ranged_to_target_melee = true
mult_adjust_ranged_if_target_in_melee = 1.1
add_adjust_ranged_if_target_in_melee = 50
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-- When your unit finishes a melee engagement, how many seconds should it wait before charging
-- another enemy or returning to its post? You can increase this if you want units to rest a bit.
-- Setting this too low (lower than maybe 1.2 or so?) might result in your units sometimes
-- switching targets during battle if there are multiple nearby enemy units.
seconds_buffer_after_melee_ends = 1.4
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-- This position tolerance is large because the game's ordered_positions for cavalry
-- refer to the front of the unit whereas their position vector refers to the center
-- The bearing tolerance is in degrees.
tolerance_for_arrived_at_position = 30
tolerance_for_arrived_at_bearing = 10