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Old May 5th, 2010, 08:46 AM
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Mobhack Mobhack is offline
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Default Re: Trouble with "asymmetrical" generated campaign

Quote:
So you tell me the generator happily ignoring the preference settings is ok ?!
It is not ignoring the preference settings. The only preference setting that a generated long campaign uses is the player 1 points setting, and that only to allocate the initial core force buy limit.

From then on, the player 2 force for any battle is based on the ((player 1 core value + any support points bought) * Battle type multiplier) = NAIP.

The AiAdjustpercent IN fil variable is provided so you can change the AI ratio, so NAIP * Aiadjustpercent, e.g. if it is 1.25 then the AI will have 125% of NAIP, if it is .8 then it gets 80% of NAIP.

The only other preference settings the long campaign looks at are troop quality, troop toughness, hitting, map size, sound on or off etc. Air strikes availability is completely up to the long campaign internal code - ie the setting for number of flights is also ignored.

Asymmetrical warfare is not really covered by the SP system, other than perhaps by individual scenarios (which may have manual "victory conditions" attached in the author's text).

What you seem to want to do is perhaps better addressed by writing your own user campaign. There you will have control over the AI forces, and can happily have them having 600 points against the 65K you seem to want to play with. Since each linked battle is a scenario you have created, then you have control of the enemy forces size and placement, reinforcements etc.

Cheers
Andy
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