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bugfix: China sub-faction ECM Tanks no longer automatically engage enemy targets#132

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Stubbjax:fix-ecm-tank-retaliation
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bugfix: China sub-faction ECM Tanks no longer automatically engage enemy targets#132
Stubbjax wants to merge 1 commit into
TheSuperHackers:mainfrom
Stubbjax:fix-ecm-tank-retaliation

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@Stubbjax

@Stubbjax Stubbjax commented Jul 10, 2026

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Summary

This change streamlines ECM Tank behaviour such that the China sub-faction variants no longer automatically engage enemy targets. The vanilla China ECM Tank is unaffected.

Details

Based on patterns observed throughout the data, it is likely that this behavioural issue was either caught by QA or Design at some stage during the game's development and corrected accordingly, but the correction was not appropriately propagated to the faction variants.

Rationale

Players should have explicit control over their units. The ECM Tank's missile jammer functionality is turned off when engaging targets, which is not always desirable and should thus be an intentional decision made by the player.

Micromanagement should focus on ordering units what to do rather than not what to do. This general pattern applies across the game, where a player gives an order to a unit and then that order is carried out. It is far more satisfying and engaging to embody a commander over a babysitter, particularly when any level of competition is involved.

Ultimately, ECM Tanks getting themselves killed due to automatically engaging a target only serves as a source of frustration. Continuously ordering them to not attack is not a satisfying nor commendable interaction.

There are rules around unit autonomy. If there is a high enough likelihood that a particular autonomous action might not be desirable (e.g. units automatically firing upon buildings, artillery units automatically firing upon targets, units automatically pursuing targets), then that action should be explicitly left to the player's discretion.

Testing

Before

Behaviour differs between the variants

BEFORE.mp4

It's easy to kill an ECM Tank that is left idle for a brief moment

BEFORE.mp4

After

All variants now behave the same

AFTER.mp4

It's not so easy to kill an idle ECM Tank

AFTER.mp4

@Stubbjax Stubbjax self-assigned this Jul 10, 2026
@Stubbjax Stubbjax added Bug Something isn't working China Affects China faction Controversial Is controversial Minor Severity: Minor < Major < Critical < Blocker ZH Relates to Zero Hour ★ Committee 2026 ★ Approved by the 2026 elected Game Design Committee Buff Makes a thing more powerful labels Jul 10, 2026
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = YES
AutoAcquireEnemiesWhenIdle = NO

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This needs a comment that we have changed behavior.

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This will be in the change log.

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How will anyone reading the INI script understand this was changed then?

@xezon

xezon commented Jul 10, 2026

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The Pull Request is missing Rationale text.

@xezon xezon added Design Is a matter of game design Major Severity: Minor < Major < Critical < Blocker and removed Minor Severity: Minor < Major < Critical < Blocker labels Jul 10, 2026
@xezon

xezon commented Jul 10, 2026

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This is labelled as Buff. Is that correct?

@Stubbjax

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This is labelled as Buff. Is that correct?

It makes them harder to kill. That surely falls under the umbrella of "makes a thing more powerful"?

@xezon

xezon commented Jul 11, 2026

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It makes them harder to kill. That surely falls under the umbrella of "makes a thing more powerful"?

I expect this is situational. When judging by your sample video it nerfs them, because the single Scorpion Tank can now kill them when not disabled.

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Code correct.

gamezerve added a commit to gamezerve/Reborn-Omega that referenced this pull request Jul 13, 2026
Add automatic enemy acquisition toggle for ECM Tanks. Apply the GeneralsGamePatch2 PR TheSuperHackers#132 behavior change so Tank, Nuke, and Infantry General ECM Tanks default to manual targeting mode, preserving their missile-jamming functionality by preventing automatic engagement of nearby enemies. Rework the existing Disable Vehicle command into a toggle that allows players to switch between Manual and Automatic vehicle disable modes. Add a new game message, AI group command, runtime state tracking, dynamic button state and tooltip handling, and save persistence for the selected mode. Switching back to Manual mode cancels the current attack command and returns the ECM Tank to its default missile-jamming behavior.

Source: TheSuperHackers/GeneralsGamePatch2#132
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Labels

Buff Makes a thing more powerful Bug Something isn't working China Affects China faction ★ Committee 2026 ★ Approved by the 2026 elected Game Design Committee Controversial Is controversial Design Is a matter of game design Major Severity: Minor < Major < Critical < Blocker ZH Relates to Zero Hour

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2 participants