True it doesn't exactly live up to the hype, but I wouldn't either use the adjectives above to describe it.
Why wouldn't gamelogics count btw? They've been an integral part of the engine ever since OFP, just another way of making the AI do things. The good thing about this way is that it gives mission designers the ability to decide which features they want to implement.
I haven't really taken a critical look at the AI, but so far it hasn't spoiled anything for me. Sometimes they do things on their own a bit too much, like when you'd want your MG guy to go EXACTLY there and cover THAT corner: more often than not he decides that some other place nearby is better for god knows what reason, and the original direction isn't too interesting either.
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