I play Eldar as I play few other races (maybe Chaos) and my simple modification of the code attempts to represent that high-level playstyle - Fleet of Foot is the Eldar get-out-of-jail-free card and should be used as such. It's too risky to use it when you're attacking, whether you're human or AI - you're going to stumble over waiting enemy squads more quickly, reducing your ability to react quickly, and hitting Tab F Tab F Tab F Tab F takes time no matter who you are.
I have seen a couple things testing this on larger maps:
1. Gather moves do still use Fleet of Foot. I wasn't seeing this on the smaller maps, but there you go.
2. Squads standing and shooting with FoF on: This can only happen if bMoving returns true. I actually did see this happen on Mountain Trail and Into the Breach when squads got separated into two parts by pathing issues. The stuck members try to get to the rest of the squad and count as moving. That's beyond our control and happened way more often with the other code.
3. Thinking about removing the check for the DoDance tactic. I saw squads dancing and stopping only 20-25 range away and the timing on FoF was just awful because of the tactic update lag. I guess the dancing behaviour is well-behaved most of the time.
4. Sloppy parentheses for the local booleans. Yeah, shame on the noob but I fixed it and it didn't cause errors in any case.
Honestly I'd like to have more input on this, from test results and possible modifications. There are some things I don't believe the AI can do, like reliably stop FoF on an attack move a second or two before it gets into range, but perhaps I'm wrong?
Edited by dreddnott, 15 April 2008 - 08:17 AM.