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Our AI wants to kill you, no matter what ahah
It's still not so common for them to commit suicide, not always you will have the last man in the team with an explosive charge, and you (generic player) should be able to keep them away from you. Otherwise the ODKAI will punish you!
If you put them in the turrets/vehicles they might decide to hop off if not needed of they think it's better to stay out.
If you really want a unit to stay in the turret, put them on hold so they won't move (they still turn around to aim at the contacts).
- AI commander could order any aircraft equipped with guns to perform gun based CAS on infantry positions. Mortar teams should also know the fear of getting BRRRRRRT'd to death.
( This also would be amazing when used with WW2/Sci-fi mods )
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- AI squads static unpacking :
- Ai would automatically deploy static weapons when needed. If not in fight, they would look for higher ground/ Best shooting spot, else they would deploy as fast as possible when engaged. Only exceptions being mortars with their adapted deployment tactics.
As far as I know there is no way to have two commanders active on a same mission ( One for each side ) Might be interesting to find a way to get two commanders active for AIvAI scenario , which would be useful for feature testing. I've built a CommanderVsCommander mission on tanoa to test as many things as possible.
It would be a nice thing to assign variable names to crewmen and pilots so that commanders assign them to available vehicles like tanks and artillery and avoid having a mortar team assigned to an attack heli for example, don't know if that's possible tho. Dedicated drivers could also allow for setting up transport lines where a single vehicle could transport units from base to frontline multiple times. Paradrops could also be interesting.
I noticed that commanders aren't sending enough reinforcements when facing a new threat, sending one unit at a time to a "defendi" marker overrun by the enemy while it has plenty of available units at the main Base.
Here's the link to my test setup if you're interested (https://drive.google.com/open?id=1zCGom7gcRVRUJSUVJSwrALanPfAB2uFc)
AI trasport is a future development,included paradrop on combat area.
At the moment i develope CAS and Air vehicles weapons with laser designation on all ground target,also infantry targets.
At the moment HQ sending also 1 squad at time,becouse more squad means use all resources.
A future development will be count enemy forces and send a balanced response.
Hey there - as you requested I'm posting my suggestion here.
Basically, it would be great if you investigated adding support to the civilian side. You mention that the civilians aren't considered by your mod - however, they still continuously cycle through the 'sending message' animation (lowering 'weapon' holding hand up to ear). At the very least this animation should be removed for civilians (and all units without a rifle, in fact)?
Potentially, you could enhance the action via the civilian side having their own behaviour. Perhaps they work like the military units, but instead of moving to engagements, they simply run in the opposite direction - an advanced form of fleeing. Your system could create an 'exodus' of civilians and unarmed units escaping the battle.
Descrizione/Description: It would be great if we could run a command on certain units to exclude ODKAI from taking them over, ie. drones or certain AI you dont want to be managed by the AI mod.
Thanks!
Descrizione/Description: A central source of information for all the stuff you can do to manage the mod, ie. diffendi markers, HQ unit, etc.
Thanks!