Quote:
Originally Posted by Imp
Quote:
Originally Posted by Double_Deuce
The AI actually does pretty good job so what I normally do is try to use waypoints to get the units headed for the positions I want them in when they start to make contact with the enemy. Then once the contact is made the AI takes over. It says design time and I try to remind myself, "no plan survives contact with the enemy".
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Agree its the conclusion I have sort of come to & if for some reason once contact is made they dont revert to normal AI control become Lemmings following each other.
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If any of the units in the formation are close enough to a trigger point (A close by enemy or a V-hex not in your control) then if it decides to act on it, the entire waypoint list is dumped as no longer required.
The waypoint list is also dumped as no longer required on turn 50 (IIRC) or some fraction of the total game turns.
If an element of the platoon is near enough to a waypoint then it gets deleted. Usually, the command element follows the path most conscientiously but it
is the AI!.
The waypoint counts for the entire platoon. The platoon will head for it in typical AI crazy lemming fashion (any of you who routinely use the "All Formation" key to move troops a fair distance will know all about what happens then
). Each element of the platoon will decide its own way to the point. There is
no concept of formation!.
Basically - the waypoint mechanism is used by the AI's own plotting internally. Someone at SSI exposed it to the end user on a "for what its worth" basis, most likely. It is useful for moving a blob of troops on a general heading is about all. It needs lots and lots of experience and trial and error to get it right.
Cheers
Andy