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Author Topic: Skill Level  (Read 2298 times)

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Unnamed

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Re:Skill Level
« Reply #15 on: 23 Jan 2004, 05:48:04 »
I will try and test some of the ideas here, I've spent the last two months chucking Mortar rounds at the AI. So I've seen a lot of fleeing :) Never thought to change the AI's skill and Rank to see if they react differently.

Some things did stand out:

Units with waypoints are more likley to flee compared to the same squad with either no waypoints or ones given the DoStop command via a script.

Those with waypoints will return to there initial waypoint, then ralley regardless of who is in command or how many have survived.

@General Barron

I will, need to add units on the move to. That makes a big difference.

@Kuro

In the right terrain, I still get caught out by the AI's flanking manouvers. Imagine turning the AI off altogether and trying to script the entire thing yourself  :noo:
« Last Edit: 23 Jan 2004, 05:48:27 by Unnamed »

Offline macguba

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Re:Skill Level
« Reply #16 on: 23 Jan 2004, 10:22:33 »
The courage of the group is determined by the rank of the group leader, I believe.   The higher the rank, the less likely he is to run away.    I don't know if it has an effect on the probability of rallying and coming back into the battle, which they will do under certain circumstances.
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Offline dmakatra

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Re:Skill Level
« Reply #17 on: 23 Jan 2004, 19:10:18 »
Taken from the official config files(commented configt, ed depot):

   courage[] =
   {
      0.20, //Private
      0.35, //Corporal
      0.55, //Sergeant
      0.65, //Lieutenant
      0.70, //Captain
      0.80, //Major
      0.90  //Colonel
   };
};


:beat: *Gets Shot* :beat:

Offline General Barron

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Re:Skill Level
« Reply #18 on: 23 Jan 2004, 22:13:38 »
Thanks for that, Armstrong :)

Now I'll have to pay more attention to what rank I set my enemies to!
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