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Old August 13th, 2012, 10:18 PM
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Default Re: ATGM Units

Quote:
Your proposal on having the AI filter fire thier AT's is of course,, beyond the scope this game
.
No its not they can be set up to work that way

Quote:
Why? are you so concerned about the AI
Because its an easy fix unlike sorting the pathing so that the AI does not lemming charge at you & the AI needs all the help it can get.

On that as a sort of fix when a vehicle fires its smoke dischargers (or possibly is fired on) could that triger a series of choices for the AI all of which include unloading any passengers.
1) Stop & unload
2) Move back along the original path & unload
3) Advance & unload.
Also if possible all later moving vehicles should unload when get within say 2-5 hexes of the event determined randomly.
Or as no idea how it works have hexes that are fired on by the enemy"flaged" by the AI as hostile & vehicles near it go to combat speeds & unload.
So they will move at only 1-3 hexes following passengers if possible.
or possibly vehicle will remain stationary the turn after it unloads only moving if a enemy unit is seen that it can fire on with a small move.
Perhaps making hexes that have recieved fire act as temporary Victory flag hexes would work as the AI seems to perform better when within about 10 hexes of them
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