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Hi Ed, thanks for your reply!

I thought it would make the game more interesting having different enemy employing different strategies in the same battle. I will consider making them stick to the same strategy.
I agree for the easy and normal levels. But on hard and very hard level an enemy who sticks together will make the difference.

Another point: When the enemy opts for retreating and camping, they always do the same: line up at a hiding spot at the edge of the map. This is very predictable. When they are escaping I can chase them without taking cover because (almost) none of them will stop to return fire. Suggestion: When retreating, the enemy could chose different places for camping, for example inside a building. Or they could fake a retreat and and prepare an ambush nearby.

I could also just make the soldiers gain skill points faster.
Your game is great, but it is over too soon :-) I would prefer more missions and new challenges (in future versions, I know the strategy map is not your focus at the moment).

Hi Petf, 

Let me explain how the AI retreat algorithm works.

Firstly, only soldiers engaged with your soldiers take part. They choose a wall, because that's the easiest structure to defend and the wall must be in opposite direction from your soldiers positions to avoid fire during retreat. The wall could be anywhere, not necessarily at the edge of the scene. During retreat they will take pot shots if you pursue them, but only if they have high chance of scoring a hit. Also, because only part of the militia are retreating, if you start chasing them you can run into other enemy patrols. I think in fact, having different groups of enemy following different strategies make it more unpredictable for the player.

Inside a building is not a good place to defend if there are a lot of soldiers, because they tend to get in each others way.