View Full Version : Getting the AI to stay in position?
Kurt Montandon
March 24th, 2012, 07:06 PM
OK, I'm probably missing something simple ... when I make an assault scenario, how do I get the AI's (which is on the defensive, human is Assaulting) vehicles to not move out of their dug-in positions?
They just refuse to stay put.
gila
March 24th, 2012, 08:15 PM
Not ever had designed a scenario,but noted in others they can be fixed, so no move pts in other words,but there may be another way also:)
Mobhack
March 25th, 2012, 02:19 AM
OK, I'm probably missing something simple ... when I make an assault scenario, how do I get the AI's (which is on the defensive, human is Assaulting) vehicles to not move out of their dug-in positions?
They just refuse to stay put.
Basics:
- ensure all objectives belong to the AI, not the enemy or they will toddle off hunting these.
- set the AI formation's reaction turns to a reasonably large number (e.g. half the game length or a little more), especially if you forgot the first point!. Any "never movers" will obviously require a relatively high reaction turn value, and any you want to have charge off early, a low number.
- ensure the objectives have a useful value (50 plus I think) or the AI may well ignore them and never come out to play, once reaction turn time is passed and some are flipped.
Once you know how enemy held objectives and the reaction turns can be exploited (e.g. to send a counter attacking force off early) then you can experiment with V-hexes not belonging to the AI side to trigger a moving defence, but that is definitely not beginners level stuff.
Open up existing scenarios for reference, and examine the objective assignment and reaction turns. Also see the Game Guide section on editing a scenario, and the headquarters screen.
Andy
Kurt Montandon
March 25th, 2012, 04:59 PM
- ensure all objectives belong to the AI, not the enemy or they will toddle off hunting these.
Yeah, I finally figured that one out right after I posted ...
- set the AI formation's reaction turns to a reasonably large number (e.g. half the game length or a little more), especially if you forgot the first point!. Any "never movers" will obviously require a relatively high reaction turn value, and any you want to have charge off early, a low number.
And that right there is exactly what I was looking for, and completely overlooked. Thank you.
Cameronius
March 27th, 2012, 12:16 AM
In some scenarios you may want change the unit data for some units and set movement points to 0. This good for very long scenarios. I found that defenders will start moving after about turn 50 regardless of their reaction turn setting. Also good for simulating dug in tanks.
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