Note that Flensers skirmish plan seems to kick in though the eldars base was under attack. This shouldn't happen. The skirmish vehicles did also pass a turret protected LP under fire instead of jumping. Guess skirmish plan can need some adjustments.
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It is a question of balance. If the AI attacks your base while you are attacking his base, you might be tempted to peel-off and defend yourself. On the other hand you might have time to complete the victory. Perhaps the AI should not skirmish when defending at or near its own base - ie it can skirmish while defending at other locations?
Or perhaps it could calculate the value of its army without the skirmish units included, and if the value is close enough to the enemy attacking army value, then it can allow the skirmish to proceed.
Jumping is an art, rather than a science
I have made some improvements to jumping with v2 of the skirmish plan. The units stop more often when under fire, but they jump more often also. It seems you have to trade one for the other.
Also, units will not jump if they are near the objective (to avoid wasting a good jump), but I cannot remember if that is a v1 feature or a v2 feature.
Flenser
Edited by Flenser, 26 July 2005 - 01:31 PM.