AI Developments

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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Arjuna
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AI Developments

Post by Arjuna »

Hi all,

This is just a note to update you on how things are going with the AI changes for COTA. I've been a busy boy in this department.[:)]

I am just finishing the last of the changes for our new Delay code. In HTTR the Delay code simply creates a single blocking position and falls back when either the blocking position is threatened or the route between it and the final objective is threatened. This often results in the delaying force being bounced from its fallback position before it has had time to deploy, let alone dig in.

The new code will, where the delaying force comprises at least two line units, split the force into two. Each blocking force will man one of two blocking positions, one behind the other. They will then leapfrog back down the delay route, either to specified waypoints or if none then at AI determined intervals. The upshot of this is that there is always "one foot on the ground" ( well most times anyway [;)] ). So far the testing I have done looks great. It will be going out to the Panther Prowlers soon.

In the process of this I have also tweaked the firebase code. It is now a lot less likely to try and move through enemy controlled territory on its way to what it thinks is a good firebase location. I also tweaked this for Attacks so that it it is now better at choosing a good location to support the assault.

That's all for now. Stay tuned.[:)]
Dave "Arjuna" O'Connor
www.panthergames.com
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Fallschirmjager
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RE: AI Developments

Post by Fallschirmjager »

Perhaps this is already in previous versions and I am just missing it.
However, I would like to see a clear order. The order would be used when you want a unit to move to a location and want them to move in an offensive formation clearing away units in there path but not chasing the fleeing units. Their top priority would be getting to the assigned location only using combat when an enemy unit stands in the way.
The way it is now a move order uses the road formation which sucks for combat and using attacks simply takes too long.
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Arjuna
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RE: AI Developments

Post by Arjuna »

FJ,

Just give a Move order but set the formation type to Arrowhead or Vee or whatever other than road column. Also either specify waypoints and/or set the route type to shortest. that way your force will move in a direct line to the next waypoint/objective. I would also set the Aggro to highif you want it to engage anyone it sees while moving, whether they are along the route or not or to Minimum if you don't want them to engage enemy except those they bump into.
Dave "Arjuna" O'Connor
www.panthergames.com
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