awesome, feel free to join the discord server too! Thanks for bringing up the infantry issues as well.
For now I'm focusing on development and highlighting new features, but I'll look into making a devlog diving into aspects of implementation.
I can quickly talk about the enemy AI though, I'd describe it as a hierarchical series of state trees:
- Each individual AI unit is given move/look orders by a "squad commander" and will try to fulfill them (its own safety and combat situation takes priority).
- The squad commander takes in alerts and data from its units and propagates them to the others, and will try to talk with other enemy squads within radio range. Generally it maintains a picture of the strength of the squad vs the perceived strength of its enemies. So tactics and objectives are decided at the squad level but it is up to individual units to complete them as they see fit.
- Squads have a disposition which dictates how likely they are to assault visual contacts or split up and attempt flanking against a force. The terrain is quickly assessed to see if flanking is viable or valid. In the future I want to improve their assault maneuvers to work together more.
- The squad commanders also talk to a faction commander, although the interaction here is limited to sharing enemy contacts and locations for now. Later they will use this interface to request reinforcements or call in off-map support.