Re: Fix to TacAI Decoys
One way to fix the targeting issue is to have units target based on a hypothetical "dry run" of the effects of their attack. The basic idea is that if the squad had decent commanders the commanders would know about what damage could be expected from an attack and would plan the squad's attack appropriately. The "dry run" simulates the commander's knowledge.
You plan the attacks for a multiunit stack one at a time. Figure out who unit #1 will target and then execute his attack in the hypothetical run. Then figure unit #2's attack based on the situation after unit #1's dry run attack, so if the target is dead, #2 shoots at a different target. Continue through all the units and you have a list of attack orders for each unit in the squad. THEN have the units execute those orders in the "real" battle.
You could optimize by averaging multiple "dry runs" or changing the level of damage that justifies switching to a new target (morale break, serious injury, or death are all reasonable candidates). The programming is not particularly difficult. Although the computer demands are fairly high (at least doubling the time for each battle) in Dom's batched turn-processing mode that's not a serious concern.
|