From: metro Chicago, Illinois, USA
Let's see if we can tickle Big Ivan's fancy.
Some more recent (private) Dev Forum posts ...
I am attempting a major overhaul of the AI attack/defend routines as they relate to unit movement. Attempting to make the AI more I.
A sneak peek at some of the considerations I am adding:
bool isflanked = Flanked(objective, side, XAtGround);
bool issurrounded = Surrounded(objective, side, XAtGround);
int flankings = Flankings(objective, side, XAtGround);
bool ishighdensity = HighDensity(objective, XAtGround);
bool ishigherdensity = HigherDensity(objective, XAtGround);
bool ishighestdensity = HighestDensity(objective, XAtGround);
int density = Density(objective, XAtGround);
You can soon expect to see a few more AAI fire and assault effect modifiers also.
A couple of sneak previews of the latest AI improvement efforts, specifically to improve the game's tactical (L)AI.
Among so many other things, a combination of hard logical rules (showing just a portion here):
Together with "soft" chance "attractors" (again, showing just a portion):
And lots and lots of other stuff besides. Lots of new stuff, the above and more, none of it in the legacy game.
In VN_550429_Saigon, ARVN (orange) attacking, BX Army (yellow) defending. Examples of the new flanking/encircling attacks heretofore seldom observed in the LAI:
Before, the LAI could manage only headlong, straight-ahead, frontal attacks, with high-density "monster stacks". Now, the LAI spreads out its attacks, and attempts to flank and surround, giving it positional advantage, with the added benefit of the new flanking/encircling combat bonuses (for both direct fire and assault). Harder to defend against, and more fun to watch.