jomni Posted August 31, 2007 Share Posted August 31, 2007 The Crawl of Death is still in 1.03. But if it is unsolvable due to limitations of the AI, like in the Close Combat series, then I can live with it. Good thing most TacAI stuff has been solved (your troops do as they are told and can shoot by themselves already). Pathfinding is also fixed. Great work! 0 Quote Link to comment Share on other sites More sharing options...
Truppenfuhrung Posted August 31, 2007 Share Posted August 31, 2007 When soldiers are caught in the open, they should either hit the ground or start running in a routed state. One way or and other, their dead. 0 Quote Link to comment Share on other sites More sharing options...
Guest Posted September 1, 2007 Share Posted September 1, 2007 I don't know about whether they should rout or not, but I would tend to think that troops caught in the open would run for cover ASAP if the firer were close enough. Really, it would be ideal if potential and real threats were modeled as part of the pathfinding algorithm. Basically, troops shouldn't cross an area covered by a threat (or going one step further, a potential threat) if they have other options. Perhaps the AI actually works this way, but I haven't seen it. That can take a good deal of decision-making out of the hands of the player, though. I've implemented a few systems like that and while they certainly are more autonomous, it's a fine balance to strike. 0 Quote Link to comment Share on other sites More sharing options...
Guest Guest Posted September 1, 2007 Share Posted September 1, 2007 deleted per user request 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted September 1, 2007 Share Posted September 1, 2007 This kinda puzzles me...seems there is no retreating, or changing position to get out of fire in CMSF compared to CMX1. I haven't seen anybody routed so far either...when anybody has broken they just stay put and die. Then again I haven't played a ton of scenarios yet... Mord. 0 Quote Link to comment Share on other sites More sharing options...
thewood Posted September 1, 2007 Share Posted September 1, 2007 I think it was stated that routed individuals just disappear from the map. 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted September 1, 2007 Share Posted September 1, 2007 Originally posted by thewood: I think it was stated that routed individuals just disappear from the map. Damn! That means I miss the fun of gunning them down as they flee! Mord. 0 Quote Link to comment Share on other sites More sharing options...
Paper Tiger Posted September 1, 2007 Share Posted September 1, 2007 I think the routers show up as Missing in Action in the AAR? Just guessing but it seems logical. Feel freee to correct Yes, the Crawl of Death is still there but it doesn't appear to be happening nearly so often. I reported this elsewhere but in the scenario I am designing, the AI (US side) couldn't make an effective attack as they hit the dirt and crawled after receiving a little incoming. Now, they're moving very aggressively and it requires some serious firepower to put them down like before. The US attack is now irresistable. It's now a question of balancing casualties to give the game some balance. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted September 1, 2007 Share Posted September 1, 2007 Yeah, the wording in the Patch was something like "improved" or something like that. In programmer speak this means "I know I fixed some reasons for it doing it, but I don't think I found all the reasons". We love programer speak It's on the list of things to fix for v1.04. Should be fairly easy to get more improvements on this now that we've already isolated and fixed some of the reasons. Steve 0 Quote Link to comment Share on other sites More sharing options...
Darkmath Posted September 1, 2007 Share Posted September 1, 2007 I read a thread which shows the crawl of death (the famous CoD ) occurs when you set an Assault or Max Assault AI order in the editor. These orders are somewhat broken, while the others seem to work well. So, don't use Assault order for the moment . 0 Quote Link to comment Share on other sites More sharing options...
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