So if my enemies are more than 1 move action away from being able to shoot the units they just try and move straight to (0,0)
[Brainstorming mode on]
I think the solution would be to change the MoveAction.GetEnemyAIAction return value’s actionValue to take into account the pathfinding fCost to get any unit in range, but that may require to check every cell for targetCountAtGridPosition … not sure where I am going with this
[Brainstorming mode off]
Did anyone fix this (or is this just me skipping something maybe)?