Pummel 10 Posted March 26, 2011 Not sure if this applies to single player and other types of games too, but I'm particularly interested in CTI, when I have my own team of AI. I find that if one of them is very far away, and then I tell another one to go somewhere, they seem to run the wrong way and the AI in general just seems to misbehave. I think it might be because they try to run to each other first? Or something like that. I don't fully understand it but I am just wondering what is going on, and is there a way for me to make them not do this? Thanks. Share this post Link to post Share on other sites
pooroldspike 129 Posted March 27, 2011 What's CTI? I'll run a test if you tell me some setup parameters Share this post Link to post Share on other sites
djczing 10 Posted March 27, 2011 Yeah good observation. Especially if you tell them to regroup, they show this behavior. What I do is use teams (and I play alot of CTI). A guy who is back at base while im in the field isnt in a team - hes team white. I give orders to my red, blue, yellow and green teams in the field, and I give those on white team (transport, support, stragglers) individually. Long story short, if you tell your straggler to 'stop', then the rest should stop worring about him. Otherwise they may try to go back and help him out. Share this post Link to post Share on other sites
JojoTheSlayer 35 Posted March 27, 2011 If you have one team of lets say 5 guys. 2 of them are next to you and the 3 others are way away. If you tell all 5 to go somewhere they will group up first and then move there... The most annoying thing I think is that soldiers miles away are affected by the 2 guys next to you if they go into auto combat. Suddenly the 3 "reinforcement" guys also go into combat mode as well and slows their movement down to a crawl because of the bounding watch thing. Maybe its done to save resources or something, but auto combat thing should only affect a set radius of other soldiers around the guy that went into it for some reason I think. Also they should add the missing command 7-5 Careless to the commanding menu because 7-4 Safe dosent cover all situations. Specially in regards to auto danger. Having careless as a override setting would be great. The whole team goes into danger when it happens, but if you have infantry reinforcement otw you could set them into careless so they would still rush to your position. Which actually works if you use a mission editing trigger, but that forces everyone into careless. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 27, 2011 Also they should add the missing command 7-5 Careless to the commanding menu because 7-4 Safe dosent cover all situations. I've always wondered why they didn't do this. Share this post Link to post Share on other sites
Pummel 10 Posted March 27, 2011 Thanks guys, I guess I'll have to use that "Stop" trick and hope that does the job. I don't think this would matter most of the time, but on CTI (Capture The Island), it's often useful to send some of my guys to one part of the map, and some other guys to another part of the map. And when they don't like being split up, it makes it tricky. Share this post Link to post Share on other sites
flattermann 12 Posted March 27, 2011 (edited) What's CTI?I'll run a test if you tell me some setup parameters Capture/Conquer the Island. Try the LITE version of our [CTI24]crCTI Proman if you like, or briefly check the Info link in my signature for a general idea: http://www.angryinsects.com/sites/default/files/crCTI%20Proman%20LITE%20(No-Addons).rar We put a lot of effort into keeping East and West balanced, that's why we have an Addon-version too, but I think you don't like to be bothered with addons :) Edit: CTI is similar to Warfare, but much less arcade (e.g. you can't spawn in towns). It does require a lot of teamwork in order to win the game. SORRY for being offtopic :) Edited March 27, 2011 by Flattermann Share this post Link to post Share on other sites
mrcash2009 0 Posted March 27, 2011 (edited) I think the confusion is that your "local team" are pretty much tied to each other and you wouldn't realy have that team split up in such an extreme way. For that type of team play you would need High Command to have "independent" teams to control and have that separate behaviour from the rest. I think its a case of understanding teams more than anything here. I wish BIS would incorporate dynamic switching to High Command level via team colors (of which a addon does at the moment but isn't too save game friendly) ... that way you can then select anyone in the team, up them to a high command slot and overview them independent of your teams behaviour & visa versa, would be extremely powerful. Best thing is to color your sub teams and then select them via color and use stop commands for them. Localt eam things are good based on old style play with a team of grunts, but when you get into units in vehicles, and a large array of team members under your control you tend to outgrow the team commanding approach and need something like High Command on the fly to take it to that top down level as you see fit. Edited March 27, 2011 by mrcash2009 Share this post Link to post Share on other sites
Pummel 10 Posted March 27, 2011 Ahh thanks. Yeah it would be great to be able to command them like that. But I can't complain, this game is already FAR more powerful than I ever hoped for really. This is like a game of my dreams really, it's amazing. But yeah for now I will just start using team colors. Share this post Link to post Share on other sites
NeMeSiS 11 Posted March 27, 2011 I've always wondered why they didn't do this. Probably because 'stand there while being shot' isnt a very useful feature for most leaders. :p Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 28, 2011 Probably because 'stand there while being shot' isnt a very useful feature for most leaders. :p As opposed to 'prone there while being shot'? :P Nah, it would be good to have the ability to have your AI walk to a destination so they aren't 'out of breath' when they go into combat which affects their accuracy I believe. Share this post Link to post Share on other sites
NeMeSiS 11 Posted March 28, 2011 As opposed to 'prone there while being shot'? :P 'Careless' behaviour makes them unable to shoot back, which isnt all that useful when you are being shot at. Share this post Link to post Share on other sites
JojoTheSlayer 35 Posted March 30, 2011 'Careless' behaviour makes them unable to shoot back, which isnt all that useful when you are being shot at. In CTI you sometimes dont want them to shoot back. Just run through a place with one or two enemies, maybe losing a guy in the process which isnt that important, but get to you as fast as possible. Thats where its useful. Or if you want to disengage from a enemy and "rally out" it would be great to have. Share this post Link to post Share on other sites
NeMeSiS 11 Posted March 30, 2011 In CTI you sometimes dont want them to shoot back. Just run through a place with one or two enemies, maybe losing a guy in the process which isnt that important, but get to you as fast as possible. Thats where its useful.Or if you want to disengage from a enemy and "rally out" it would be great to have. A couple of versions ago the 'move' command was basically turned into a 'haul ass' command where they stop doing the bounding overwatch thing, just give them a move order to where you want to go instead of letting them keep formation and run with them. Share this post Link to post Share on other sites
andersson 285 Posted March 30, 2011 Split your groups into teams. Learn that and it all will get easier. Share this post Link to post Share on other sites
JojoTheSlayer 35 Posted March 30, 2011 A couple of versions ago the 'move' command was basically turned into a 'haul ass' command where they stop doing the bounding overwatch thing, just give them a move order to where you want to go instead of letting them keep formation and run with them. Its not the move command that determines how they get there. Its their status, Stealth, Danger, Aware or Safe that determines how they act and even Safe wont prevent them from going into Auto danger. If one unit goes into auto danger everybody else is also set to it and when in danger mode they will use bounding watch. Editor Careless is a higher level of "not caring" compared to Safe, where they will care if they are being shot at. Share this post Link to post Share on other sites
NeMeSiS 11 Posted March 30, 2011 Its not the move command that determines how they get there. Its their status, Stealth, Danger, Aware or Safe that determines how they act and even Safe wont prevent them from going into Auto danger. If one unit goes into auto danger everybody else is also set to it and when in danger mode they will use bounding watch. Editor Careless is a higher level of "not caring" compared to Safe, where they will care if they are being shot at. I know, but the move command now works in such a way that bounding overwatch is ignored when in combat mode. They only use it when following their leader, and probably when ordered to engage enemy units, but not sure about the last one. This was done because if the many 'My ai wont hurry up' complaints. Share this post Link to post Share on other sites
froggyluv 2136 Posted March 31, 2011 (edited) Best thing is to color your sub teams and then select them via color and use stop commands for them. . I was going to start a new thread but Ill try here first. Has the Color-Team command changed? Meaning, I have 10 units, 1-5 Team White, 6-10 Team Red. If I press shift/F6 my team White gets highlighted??? It used to highlight Team Red. Now, if I simply hit 9-9, and select Team Red manually, I no longer have the Move cursor to give them a direct location :confused: Edit: Stranger still, I just pressed shift + F1 (Im 1 and im Team White), and Team Red was highlighted WITH a Move cursor -Im really confused... Using 1.59 + latest Ace Edited March 31, 2011 by froggyluv Share this post Link to post Share on other sites
djczing 10 Posted March 31, 2011 Yes - in the betas they changed the way you use the shift-Fx keys to designate teams shift-F1 = red shift-F2 = green shift-F3 = blue shift-F4 = yellow shift-F5 = white To me theres good and bad things about it, but in the end a better way of doing it. Share this post Link to post Share on other sites
froggyluv 2136 Posted March 31, 2011 Yes - in the betas they changed the way you use the shift-Fx keys to designate teamsshift-F1 = red shift-F2 = green shift-F3 = blue shift-F4 = yellow shift-F5 = white To me theres good and bad things about it, but in the end a better way of doing it. Ahhhh -very good to know, thanks! Share this post Link to post Share on other sites
JojoTheSlayer 35 Posted April 1, 2011 Yes - in the betas they changed the way you use the shift-Fx keys to designate teamsshift-F1 = red shift-F2 = green shift-F3 = blue shift-F4 = yellow shift-F5 = white To me theres good and bad things about it, but in the end a better way of doing it. Hmm, have to take a look at that when Steam autoupdates since my VAC profile will probably need a update because of this, but what do you think is bad about the new system? Share this post Link to post Share on other sites