2.3.8 AI

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Erik2
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2.3.8 AI

Post by Erik2 »

These are a couple of AI issues mentioned in te announcement.

• AI less likely to abandon a threatened VP for "obscure reasons"
• AI fighter aircraft give higher priority to attacking other air units instead of strafing ground targets

I've seen several instances of AI units with a static order leave (objective) hex and wander off. No attack on te hex, nearest enemy unit was 3-4 hexes away.
These units did not leave their locations in earlier versions (I'm testing scenarios in a custom campaign, so I've played the same scenarios multiple times).

You can set target type(s) for AI air units. If the targets are enemy air units only, shouldn't the AI air unit stick to attacking all known air units?
I wish the AI would stick to the original order, this is important when you want AI air to concentrate on hitting naval transport exclusively for instance.
Tailoring the AI targets and forcing teh AI to stick to the plan would make for a better AI opponent in my view.
I would rather set up triggers/events to shift main target types than letting the AI decide...
Of course, a small random deviation from the master plan is OK.
adherbal
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Re: 2.3.8 AI

Post by adherbal »

Unless some bugs have slipped in, your suggestions are how it works already.

Units on "static defense" will NEVER move (unless they are forced to retreat from combat).

AI units on tasks with specific target classes defined will not attack anything else.
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Erik2
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Re: 2.3.8 AI

Post by Erik2 »

Then I'm afraid there are some gremlins in the system, at least regarding static units. I saw this happen with 2 AI units in one (custom) scenario.
Yes, I checked the AI order. These units were set to static.
adherbal
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Re: 2.3.8 AI

Post by adherbal »

There is no code whatsoever related to movement in the static defense AI task, so unless you can provide prove I'll blame the custom scenario designer :wink:
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Erik2
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Re: 2.3.8 AI

Post by Erik2 »

I'll gladly take the blame if I'm wrong :D
I'll keep an eye out if it happens again.
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