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Cannon Fire v Musket Fire

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Post  risorgimento59 Wed Aug 30, 2017 4:50 pm

Good remark, Kevin.
I think you mean the output produced by ReEval/Tactics and one can retrieve later through TACType/TACObj/TACLoc/GetOrders/GetStance/etc., right?
From your experience, is it possible to entirely ignore that data when trying to force a behaviour or there's a degree of control that - to same extent - escapes the AI module's code?
I know the offset of that data in CUnit's memory too, nevertheless. We may overwrite/patch it from the DLL probably, in the case.
Thanks.

risorgimento59

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Post  Uncle Billy Wed Aug 30, 2017 5:42 pm

The first four, TACType/TACObj/TACLoc/GetOrders are used sparingly, mostly in the division commander logic. GetStance is quite useful for determining the tactical response of infantry and cavalry to various situations. The problem arises when it cannot be set to some other value due to changing tactical circumstances, i.e. no SetStance(). If stance information were only used by the dll code, this would not be a great problem. However, it is entirely unknown if and how those values are used when the game engine decides on brigade movements and behavior.

The strategic AI is quite static. It only responds to a situation where a division is in trouble and requests help. For the most part, it does not change it's strategy based on the actual situation it confronts.
Uncle Billy
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Post  risorgimento59 Wed Aug 30, 2017 6:29 pm

Valuable informations. Thank you sir. I know where the stance is set in the code... but not if it's used peripherically either. I'm going to investigate it and report here.

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Post  risorgimento59 Fri Sep 01, 2017 9:13 am

Had a try with a "dummy" DLL module (Think functions body commented out).
Couldn't find any external/exe unexpected interference, so far.

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