RE: Help with A/I Orders
AI orders work great at the beginning of the game when there all is nice rows and everything but as every turn goes by cohesion gets worse and worse intill lets say turn 20 everythings a wash accept new units coming up.
Issue one order for which units you want and give them a destination and then your gonna have to guesstimate what turn they will get there so you can issue a second order for them to head to another destination using what turn you think they will get to the first and so on and so on.
Like i said as time goes on and one unit runs off into the woods while the other 4 make the first destination and they start bumping into bad guys the whole AI starts to fall apart intill its a complete mess. Ive learned just to add depending on the game a generalized order after i know everything will be a mess for a whole division to head towards a destination and give them at least some kind of direction.
So you might want to issue Bn orders from turn 1 but by turn 10 u should switch to rgt orders and divisional by turn 20.
VP hexs do help, the AI does like to chase after them if hes close, but again you cant have to many or he will run after them all.
Aaron
PS. shouldnt read stuff right outta bed, i see ur referring to the AI orders while playing but oh well, maybe the above will give you an idea. It all uses the same brain in the end, big issue is the stacking limit gets reached while the AI is moving down a road and theres no easy way around without driving off the road and thats when it happens, the next 2 units drive off into wonderland to smoke some weed 5 hexs off the road in the middle of the woods.
Rangers Lead the Way
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