Completely Understand!Davinci,
The problem, I think, is that units only know where other units are at the time they initially plot their path. They do not seem to update it very often. So if unit B moves in front of unit A while unit A is moving, then A unit will blunder into unit B.
But, a computer greatest ability is that it can calculate a million different calculations per second.
So, instead of the AI – Divisional – Commander – pulling all of the brigade leaders to his exact position – why not calculate – exactly how much space should be placed between the different brigade leaders.
Basically, let’s say that three brigades are arriving on the field, under AI control.
Each brigade has four regiments assigned to them, so now the game has 15 calculations to align these units. ( 3 leaders + 12 regiments ).
What I am seeing is that the 3 leaders are stopping , and the 12 regiments are now fighting for a line-of-sight. This is a continuous cpu-cycle-routine – that should be avoided!
What if – there were only three original – cycles – needed – by calculating the spacing between the brigades , thus avoiding the continuous cycling of aligning each individual regiment.
Basically, the units would move and act as one cohesive unit while setting up a battle-line, instead of acting as a group of individual regiments that does not seem to be under control.
Now, I understand that this type of control would fade after the battle starts, and the units start to lose some of their effectiveness, but this should not happen at the start of the battle.
A Civil War battle should be at least a mile long battle front – in all of the open play games that I have played, I have never seem this type of battle-front.
We are all aiming for the same thing, we are just taking different steps in reaching our goal, but we all want this game to be the best on the market!
davinci