Spearhead 1944 AI Systems (AIS)
The AI Tweaks system improves in various ways the AI behavior and their gameplay influence.
Usage
When activated via module or functions, the system's functions operate in the background to adjust AI behavior. Depending on the mission setup, it can be active for one or multiple sides.
Detailed information
Main features
- Info Share: This improves the situational awareness and combat responsiveness of fighting forces via simulated voice and radio-based knowledge sharing between groups.
- Unstuck: This system tries to restore the mobility of AI when it's stuck due to various pathfinding issues - applies to both infantry and ground vehicles.
- Collision Insurance: The safety code for AI to avoid harm or damage caused by vehicles colliding with allied mobile infantry and other vehicles.
Additional improvements
- Manning vehicle turrets by passengers to engage enemies
- Improved movement group cohesion to avoid soldiers being left behind
- Autonomous rearming to avoid AI running out of ammo
- Dynamic and situational formation adjustment for combat vs. non-combat phases
- More reliable embarking of vehicles under various conditions
Configuration
Mission parameters may allow the customizing of certain elements of the system for the given play-session in multiplayer.
Mission maker setup and use
The advanced customization of AI is possible via the module to a large extent and even more so via scripting.
Detailed documentation is found in the Spearhead 1944.
Retreat Flee Surrender System
Overview
The Retreat Flee Surrender system simulates the stress, threat perception, and unit morale that may make AI decide to retreat from their current position, drop their weapons and flee the battlefield or surrender altogether. As such, the enemy doesn't have to be killed, yet different actions may also lead to overcoming the opposing force. Finally, POWs can be questioned to receive information on potential enemy forces and their locations.
Usage
When activated via module or functions, the system's functions operate in the background to calculate the AI behavior. Depending on the mission setup, it can be active for one or multiple sides. Players won't be directly affected, yet players do influence the AI through their actions.
Detailed information
Units in the scenario that are affected by this system will gain a special stress value that will increase and decrease depending on the current situation (being under fire, wounds, losses, lack of ammo, nearby threats, or allies). Depending on the stress value and the proximity of hostiles, units may be put into one or more non-combatant states. They may temporarily retreat, abandon weapons and flee permanently, become shocked, or surrender. Surrendered enemies, when approached, become POWs and may be interrogated with some chance to get intel about enemy presence in the area. POWs are directed towards certain areas where they will remain. Units in the permanent non-combatant state may get deleted when far enough away from any player.
Configuration
Mission parameters may allow customizing certain elements of the system for the given play-session in multiplayer.
Mission maker setup and use
The advanced customization of RFS is possible via the module to a large extent and even more so via scripting.
Detailed documentation is found in the Spearhead 1944.