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Originally Posted by Mobhack
- ensure all objectives belong to the AI, not the enemy or they will toddle off hunting these.
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Yeah, I finally figured that one out right after I posted ...
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- set the AI formation's reaction turns to a reasonably large number (e.g. half the game length or a little more), especially if you forgot the first point!. Any "never movers" will obviously require a relatively high reaction turn value, and any you want to have charge off early, a low number.
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And that right there is exactly what I was looking for, and completely overlooked. Thank you.