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So while I appreciate the effort that goes into making mods like this, this mod is actually worse than not having guard mode since it makes the unit unable to move when giving orders, but does not prevent missile units from pursuing their target and getting into harms way.
mfg
Do you know of any way to enable the formation attack behaviour in "db/unit_special_abilities_tables/unit_special_abilities" under "assume_specific_behaviour"?
You're current solution is probably the best one we're ever going to get.
I did some testing giving an attack order and then activating guard mode. It looks like it depends on whether or not the whole unit engages the enemy. If only a few units fight and the rest stays in cohesion stamina will stay up but if it fully engages, it goes down as usual. I think it is dependant on the percentage of soldiers that are actively fighting.
I tried using formation attack from Rome II, which is still found in the game's code, but it seems like it's treated as an attribute, not an ability. If you know of any way to use the unit behaviour of formation attack in a custom ability please let me know. :)
@Cvlsoldier:
Rise of Mordor doesn't currently have a campaign map. This mod only works in campaign due to the way it is implemented. It's a tradeoff for having it work with basically every other unit pack. When Rise of Mordor will eventually get its campaign it probably will work.
Guard Mode just adds a new button that makes your unit stationary if toggled on. It doesn't affect ANYTHING else.
Shield wall and guard mode are the same buton ?
No effects on defensive testudo ..................... right ?