To command AI flank a wagonburg,90 degree turn possible?
Posted: Tue Jun 11, 2024 2:02 am
Two armies with same width face to face.
Try to command AI attackers flank the wagonburg via MoveTeamCoord(),the destination coord was set to a tile adjacent to the most left/right enemy unit.I’ve tried aggression values of 4、8、16. All of the above can’t avoid AI confronting player before reaching the destination coord.Then 32、36、40、48、256 etc. which only cause the AI stalls before player frontline.
It seems AI performs more rationally without MoveTeamCoord() in this case. Furthermore,the AI’s tactic got even better with one cavalry and one bowmen units added to the original full infantry AI team.
Better to let it go rather than write some comprehensive and clumsy AutomaticMove() segments?
I’ve checked some epic battles scenarios similar.The offenders used AI_SimpleAdvance with multiple teams to assault one place.And these assault teams are facing the flanking side of their foes at the 1st stage.Hard to make a 90 degree turn to flank enemy with current tools,cuz the AI always can’t help contacting the player(otherwise stalls according to threat map)before such maneuver accomplished,unlike human player.
Exploiting needing parts in scripts,accidentally found GetDistanceTotheNearestEnemy for ThreatMap (the current one is 4 for combatants 6 for bowmen as I remembered). Have to change main build?
My conception is to take over a prepared position by a smaller but skillful elite force.
Try to command AI attackers flank the wagonburg via MoveTeamCoord(),the destination coord was set to a tile adjacent to the most left/right enemy unit.I’ve tried aggression values of 4、8、16. All of the above can’t avoid AI confronting player before reaching the destination coord.Then 32、36、40、48、256 etc. which only cause the AI stalls before player frontline.
It seems AI performs more rationally without MoveTeamCoord() in this case. Furthermore,the AI’s tactic got even better with one cavalry and one bowmen units added to the original full infantry AI team.
Better to let it go rather than write some comprehensive and clumsy AutomaticMove() segments?
I’ve checked some epic battles scenarios similar.The offenders used AI_SimpleAdvance with multiple teams to assault one place.And these assault teams are facing the flanking side of their foes at the 1st stage.Hard to make a 90 degree turn to flank enemy with current tools,cuz the AI always can’t help contacting the player(otherwise stalls according to threat map)before such maneuver accomplished,unlike human player.
Exploiting needing parts in scripts,accidentally found GetDistanceTotheNearestEnemy for ThreatMap (the current one is 4 for combatants 6 for bowmen as I remembered). Have to change main build?
My conception is to take over a prepared position by a smaller but skillful elite force.