I've never had problems with soldiers shooting each other if the front guy was crouching. I use this setup all the time to max firepower.
I don't know, I tried a couple of times, the second one with a sniper behind the first guy, same result(it gave 86% chance of hitting the enemy). When a soldier is kneeled down, the trajectory line of the soldier behind turns anyway from green to red. I tried only two times anyway.
You do realize that UFO:AI is not done? It's in progress.
I know, that's why I begged pardon for the complaints. I know it's a free game and people develop it sparing some of their free time, I meant no offence. If necessary I renew my apologies.
About Ufo:AI I'm enthusiastic over the 3d view and the idea of a 1st person perspective is great, maps up to 8 floors is fantastic but I'd like that the tactical gameplay were similar to JA2. Its source code has been freed and there is the JA2 1.13 project going on, maybe the coders could take a look? Maybe it's just me who consider X-Com and JA like brother and sister.
To give examples of the problems I met:
1. In UFO:AI the trajectory line starts always from around the middle of the soldier 3d model, I guess it's centered at the middle of the 3d block where the soldier is. No matter if the soldier is crouching or not, this doesn't change. Now, soldiers don't shoot holding the rifle at waist height. This in not realistic. In the game all seems simply to be handled like 3d cells that shoot to each other. That means also that an object, no matter how big, will always offer 100% cover. Being the engine 3d, it should be easier than in 2d to have a precise handling of trajectories and obstacles.
If a soldier hides behind an object that leaves his feet exposed, those should be hit. And if the soldier crouches, all of his body should be hit. Viceversa if the object is a crate or whatever.
2. Lighting: it doesn't affect hitting chance. I don't know how hitting chance is handled in X-com, if it is affected by lighting, surely does in JA2.
3. Soldiers turn on themselves only by 90(or 45?) degrees steps.
4. The AI is AS lol
5. Shooting rockets or grenades, the graphical output of the explosion doesn't show the effective area that's been hit, so I didn't use rockets anymore because I never know what they're doing.
I don't mean to do pointless criticising, just saying what in my opinion coul be better, since the game is in progress. I know it's far too easy to criticise other people's job.