Jump to content

Search the Community

Showing results for tags 'ai'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • CM2
    • Combat Mission - General Discussion
    • Combat Mission Shock Force 2
    • Combat Mission Final Blitzkrieg
    • Combat Mission Black Sea
    • Combat Mission Red Thunder
    • Combat Mission Fortress Italy
    • Combat Mission Battle for Normandy
    • Combat Mission Shock Force 1
    • Combat Mission Afghanistan
    • Combat Mission: Touch (iOS / Android)
    • Combat Mission 2 Archives
  • CM1
    • Combat Mission Campaigns
    • Combat Mission: Afrika Korps
    • Combat Mission: Barbarossa to Berlin
    • Combat Mission: Beyond Overlord
  • Repository Updates
  • Strategic Command
    • Strategic Command - World War 1: The Great War 1914-1918
    • Strategic Command - Assault on Communism
    • Strategic Command - Assault on Democracy
    • Strategic Command - GLOBAL CONFLICT
    • Strategic Command - PACIFIC THEATER
    • Strategic Command 2 Blitzkrieg and Weapons and Warfare
    • Strategic Command 1
    • StratCom Design Challenge
  • TacOps
    • TacOps 4
  • General Discussion Forum
    • General Discussion Forum
  • Opponent Finder Forums
  • Archives
    • CM Archives
    • T-72: Balkans on Fire!
    • Dan Verssen Games
    • Theatre of War
    • DropTeam
    • Assault Wave
    • Empires of Steel
    • PT Boats

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL











Found 6 results

  1. Hi, I have had reason to be inspired to create a SP scenario that will feature the player as the attacker. It has occurred to me that there are some basic game concepts that I deal with as a player that I do not know how or if are they dealt/are made to be dealt with by the AI. I know there are things like "AI plans" and "AI triggers" now in the game, but I'm just looking for a basic run down on how the following things are typically dealt with by scenario designers when managing/scripting the AI. - Off map artillery: I am guessing the AI doesn't call in a fire mission whenever or where ever i
  2. Hi guys, I mainly play PBEM versus my buddy and also like to play quick battles against the computer. However, the computer player never seems to do anything. It doesn't seem to deploy tactically and it makes no attempt to move any units or vehicles. It will call down arty strikes, but that's as aggressive as it gets. Units will react as normal when spotting my units and will shoot or retreat, but never anything else. Is there anything I'm doing wrong? I've tried playing at various difficulty settings and nothing seems to change.
  3. So from some long experience with this game its become clear to me that the accuracy of tanks and AT guns are way too accurate once they are zeroed in. The AI will aim pixel perfect on the same spot every shot, only the gun accuracy itself will deviate the hits. Here is some tests i did with and without cover infront of the tank (hull down). The lesson here seems to be that a tank with enough armor SHOULD NOT go hull down cus its a death sentence due to how AI aims and mixed with the unreal zeroed accuracy the main gun will get knocked out very quickly. Tiger 2, behind a 2m hill (hul
  4. I can't get the new (4.0 Engine) withdraw or Facing orders to work properly. Most of the time vehicles will stop at their destination order map zone and turn their back on the OpFor. Then when it is time to withdraw they spin the front hull towards the OpFor, as they are suppose to, and back away. They seem to want to face their next destination order which means turning their back to the OpFor when the next order is withdraw. Also the infantry never seem to face the OpFor as they withdraw. I have tried about everything I can think of. Facing and withdraw cancel each other out so tha
  5. I'm sure this has been answered, but searching for this topic just turns up a ton of (interesting) discussions of RL tactics. I know what this command does - targets for arty - but what are the mechanics/limitations/possibilities?
  6. Are there any articles/threads/AAR/dev blogs that can explain the AI in combat mission in detail? I am looking for something quite in-dept, as I am aware of the basic levels of AI like tacAI. operational AI and strategic AI. But I would like to delve deeper and understand it better.
  • Create New...