Lusketrollet wrote:
As far as AI aggression goes, I have a similar issue. I wrote about it in an earlier thread:
viewtopic.php?f=2&t=134&p=980#p980Things have been improved since then, but not nearly enough. I still have similar problems, where friendly troops are gathered in little clumps far away from where all the action is when they are
sorely needed elsewhere.
In a match I played just now, the enemy formed an overwhelming assault on one of the central trenches. They took almost complete control over it relatively quickly, and the friendly troops stationed there got pushed back from overwhelming numbers. Sensibly enough, the AI Commander ordered the trench retaken, and what followed was an exercise in pure, infuriating incompetence. I dutifully headed for the yellow objective marker on the minimap, and waited for friendlies. Nothing happened for ages, while the enemies peacefully just reinforced their position more and more. Finally, a small friendly sortie entered from the north, and made a pitiful, half-arsed attempt at assaulting the enemy position. Naturally, they failed spectacularly, and I literally felt
embarrassed to be on their side - that's not even hyperbole.

Meanwhile, of course, the entire rest of my army just sat there like a bunch of cunts.
I knew I needed to keep the pressure on that spot, otherwise they could just fan out from that central position and overwhelm us at other points - there must have been at least fifty of them, swarming like ants. But since I was only Rank 2, I had no means with which to gather a significant enough number of friendlies from the locations where they were sitting inactively around like the bunch of criminally incompetent shits that they were, so I was at a loss.
However, the game has this system where the AI will react to gunfire, and come running to the location of the shooting. So what I did, was run up to a bunch of friendlies, fire a few shots with my rifle, and have them all come running towards me. Then I would run a few steps more, fire my rifle again to make sure they keep following, and repeat from there. It was bloody ridiculous.
I should not be forced to exploit the game's system just to have the AI do what they should already be doing in the first place.
Obviously, this was nowhere near enough. I eventually ragequit, with the trench still in enemy hands.
I'm not entirely sure where the problem lies - is it with the AI Commander or the AI of the individual soldiers on the map? Or possibly some mixture of the two? I'm not entirely sure how the system works - does the objective marker you see on the map count as the objective for all the friendly troops as well, or are they given separate orders the player don't get to see? What I do know, however, is that there was quite literally
no excuse for the friendly AI to behave like they did. They were
not in combat, they had
no need to defend the locations they were sitting at, because they were far away from the frontline, and they fulfilled
no function, whatsoever.
Funnily enough, I haven't really had this problem on the two smaller maps. Just that large one.
If you get more of these, the best thing you could do would be to send the savegame to
pasi.kainiemi@modulaatio.com so that I can inspect it. You can find the saved game files in C:\ProgramData\Running with rifles\savegames\mapX\ (Windows 7/Vista), you're most likely playing the last of them.
The AI commander makes defense the top priority, so firstly it allocates soldiers in the bases, then on the borders, and everyone alive after that are allocated for the attack. The AI only attacks in one location, and the attack squads are distributed randomly at the 9 blocks surrounding the attack start marker.
Map1 suffers from bases that are far away from each other, so moving a squad of soldiers from a base where they've spawned to the attack start area takes quite a bit time. Note also, that the AI commander doesn't optimize this in anyway yet, so it doesn't know that instead of sending the squad from the farthest base to the marker, it could send a squad from a nearby base to the attack marker, and send the squad from the farthest base to compensate the loss of defenders in the nearby base.
Also, there can be other problems. E.g. if your faction has bases in a formation of "L", you know, forming an ear, the soldiers sent from either end to the other side tend to clash with enemies in the middle, essentially distracting the squads from their objective to travel to the attack marker.
Moreover, I've seen a bug that some squads can end up in a catatonic state. I think it was 0.63 in map2, where I saw a ~5-member squad swimming still quite far off the shore, and once I went there to check what's going on, they started moving. It's rare from what I've seen, but it appears that they activate only if you travel nearby them. I haven't done anything to it lately, so it's still in 0.65 as well.
Anyhow, I suggest sending the savegame. It wouldn't be the
first time it helps.