Re: AI Move Orders for Ground Units
Posted: Sun Dec 18, 2022 6:43 pm
A test with an AI SPG with AT- and ART-mode.
Move to Hex:
- in arty-mode, it keeps firing until 7 eff then rests a turn, sometimes moving one hex even away from target-hex before firing as long as still within firing range. Never changes to AT-mode even when enemies are adjacent, but rather moves away one hex again.
- in at-mode, rests on the target-hex but moves to attack anything worthy in move-range then returns to hex again. No switches
Local Defense 0:
- it switches to arty-mode if no enemy unit (yes, every class!) is within 4 hexes with no spotting needed (camo? who cares?!)
- if a hostile unit comes into arty-mode and (allied) spotting range, it does arty-attacks until 7 eff, and after a turn break it switches to AT-mode infinitely until enemy units go out of the 4-hex range (sorry for the tiny gif size of < 1MB what this forum accepts)
- on Local Defense >0, it will switch to AT-mode and move to attack if within LDx and move-range Static Defense:
- acts a bit smarter by arty-firing on anything spotted in range
- when enemy is adjacent, it still fires in arty-mode until 7 eff again, but then switches to AT-mode and attacks in this one. If enemy goes out "melee" range, it switches back to arty-mode to fire.
Defend Hex:
- basically the same behavior like Local Defense
Seek & Destroy:
- never switches, and the eternal hunt is on if one enemy ground unit is spotted
- if a boat is gently rowing by and is spotted, the unit won't switch to arty-mode either
- in range party-mode, basically the same like Move to Hex behavior, moving away one hex from adjacent enemies
Exit to Hex:
- attacks or fires while moving to the next exit zone, but no switches
- still rests and repairs sometimes, typically at 7 eff again, until moving on
As we can see here, switching is supported in the same AI task behaviors like with the AA-units.
There doesn't really seem to be a best of among the choices, as the switch option isn't helpful sometimes.
When creating AI groups, it's never a wrong idea to add arty units without switch or set these units in the desired mode and use the typical Move/Seek order.
I've never been a fan of the Static Defense mode, but here it's more useful than I thought; at least for defense.
Move to Hex:
- in arty-mode, it keeps firing until 7 eff then rests a turn, sometimes moving one hex even away from target-hex before firing as long as still within firing range. Never changes to AT-mode even when enemies are adjacent, but rather moves away one hex again.
- in at-mode, rests on the target-hex but moves to attack anything worthy in move-range then returns to hex again. No switches
Local Defense 0:
- it switches to arty-mode if no enemy unit (yes, every class!) is within 4 hexes with no spotting needed (camo? who cares?!)
- if a hostile unit comes into arty-mode and (allied) spotting range, it does arty-attacks until 7 eff, and after a turn break it switches to AT-mode infinitely until enemy units go out of the 4-hex range (sorry for the tiny gif size of < 1MB what this forum accepts)
- on Local Defense >0, it will switch to AT-mode and move to attack if within LDx and move-range Static Defense:
- acts a bit smarter by arty-firing on anything spotted in range
- when enemy is adjacent, it still fires in arty-mode until 7 eff again, but then switches to AT-mode and attacks in this one. If enemy goes out "melee" range, it switches back to arty-mode to fire.
Defend Hex:
- basically the same behavior like Local Defense
Seek & Destroy:
- never switches, and the eternal hunt is on if one enemy ground unit is spotted
- if a boat is gently rowing by and is spotted, the unit won't switch to arty-mode either
- in range party-mode, basically the same like Move to Hex behavior, moving away one hex from adjacent enemies
Exit to Hex:
- attacks or fires while moving to the next exit zone, but no switches
- still rests and repairs sometimes, typically at 7 eff again, until moving on
As we can see here, switching is supported in the same AI task behaviors like with the AA-units.
There doesn't really seem to be a best of among the choices, as the switch option isn't helpful sometimes.
When creating AI groups, it's never a wrong idea to add arty units without switch or set these units in the desired mode and use the typical Move/Seek order.
I've never been a fan of the Static Defense mode, but here it's more useful than I thought; at least for defense.