I thought courage was a function of rank, not skill. A colonel is less likely to flee than a private. Of course I may be wrong (again).
And I thought that was a value set by the "allowfleeing" command.
Actually, now that I think about it, what determines the default value for "allowfleeing"? Maybe it really is rank, or skill........
It will not put its squad into formations that best suit the environment
Ehhm... well really all of OFP's formations are so closely packed together, it hardly matters which one is used. A grenade can take out almost a whole squad, no matter what formation it is in.
@Unnamed
Thanks for that graph, it is a nice useful reference. Perhaps you could also add in some other variables, such as the unit standing versus prone, or adding a bush. If you did so, it would be well worth submitting to the ed depot, IMO.
Personally, I wish you could set the unit's shooting skill separate from its spotting skill (how easily it can see units). Frankly, units are WAY too accurate when shooting, and rather blind when spotting. You can up their skill to the max to make them a little less blind, but then, even with HD weapons, everyone is WAY too accurate.
Anyway, thats just my 2 cents. Unfortunately, there is nothing we can do about that, except hope that Addon makers will decide to up the AI's vision, and down the weapons accuracy. :'(