I don't how hard it is to write an AI. After playing for almost 30 years computer games I guess it is the most toughest part.Myrddraal wrote:You're quite right dragoon, we could have needed that tactic with slightly different game design decisions, but I'll be honest it's a tactic that never occurred to me until I saw your screenshot.
As you say, we gave you the tools...
The AI has already everything it need to get rid of the mines, several support ships and many destroyers. Maybe it's possible to teach the AI to use support ships to clear mines if they block the path, and give them priority when plotting movement. So, other ships don't block the target hex. It would help not just in this case but generally when dealing with jerks like me laying minefields.
I mentioned this before put when playing the first US Philippine scenario, I clicked by accident on laying mines instead destroy bridge icon. There I noticed this had some severe consequences for the AI path finding. Since the AI did not tried to clear the mines. Instead of a short term disturbance it created more like a permanent barrier. Which caused the AI units to block each other and I suspect move some units sideways half the map. Basically I had almost no enemy units on one half of the map, but a huge bulk on the other. This allowed me to concentrate my defenders too. Despite it cost 20 points to drop a single mine, I saved it in needing lot less replacements.
I just got an other idea. Since you can't place mines when next to an enemy unit, how about a invisible unit that can't be interacted with but moved through. To create a no mine zone. Useful for scenarios builders too I guess.






