PurpleGaga27 40 Posted August 6, 2015 (edited) In C&C3 I noticed a coding in the AIData.ini in formation.Based from the AIData.ini: ; Group (formation) pathfinding parameters. MinDistanceForGroup = 200.0 ; Have to be moving at least this far for group (formation) movement. FormationEnemyDistance = 500.0 ; Don't use formation movement if enemies are closer than this to the center of the group. FormationColumnWidth = 60.0 ; Space between columns. FormationRowDepth = 55.0 ; Space between rows. FormationSquadSpacing = 30.0 ; Extra space between squads. FormationColumns = 2 ; form up two hordes abreast, or 4 smaller units. (valid values are 2 or 3.) UseFormations = Yes ; Move in formation. Can be turned off in a map.ini if necessary. WaitForOthers = No ; When moving in formation wait (or not) for others at first waypoint. Default=No. NarrowPassageScale = 0.4; HordesWaitForHordes = Yes ; If yes, hordes will stop and wait for other hordes to pass. If no, they just run through each other. 22 Sept. 2004 AttackMoveUsesFormations = Yes ; If yes, player attack moves will move in formation (if UseFormations == Yes) Pretty much of this formation coding except MinDistanceForGroup was not mentioned in Generals/Zero Hour.The thing is, was there ever a mod that add/modify formations like this into Generals/Zero Hour? The default of many or even a smaller number of units into a group moving is defaulted to one formation column instead of two or more in C&C3 and later games. I also discovered a similar modified formation in BFME as well. Edited August 6, 2015 by zocom7 Share this post Link to post