I know CoC have made it so u (as player and head of command) have control and situation reports over multiple AI groups but dunno if the all the friendly AI groups are actually aware of where all the other friendly AI groups are.
In the Command Engine from CoC, the information about detected enemies is obtained with a "XXX detected by YYY" trigger that supplies a list of all detected enemy units (not bothering by which group they are actually detected). This information is not transmitted to other AI groups though, it is only used for displaying enemies on the players map.
The knowledge is only there for a split second and a group can't act on the knowledge (.ie, does not show up in their target menu). What I'm looking for is all players on a side to have the knowledge of all players on their side, like a traditional rts. I guess as it stands now each group is a separate entity and all they do is check if another group is friendly or not in order to fire on them.
Using an "XXX detected by YYY" trigger, I think one can achieve such a perfect knowledge transfer as you desire (pseudo code):
{_y = _x; {_y reveal _x} forEach AllDetectedEnemies} forEach AllFriendlies
(I hope this works out of the box). The idea is simply to reveal every detected enemy to every friendly unit. Should be used continually in intervals. As it stands it will probably use a lot of CPU power as the transfer is instantaneously for all units.
I think the way the transmitted knowledge is handled depends on the distance between the friendly and the enemy. If the enemy is too far away, the friendly group simply doesnÂ't bother. On the other hand revealing a nearby unit, does have an effect, i.e. the newly known enemy is taken into account.
Spinor from CoC