.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old August 1st, 2005, 05:16 PM

BigJim BigJim is offline
Private
 
Join Date: Jun 2005
Posts: 45
Thanks: 0
Thanked 0 Times in 0 Posts
BigJim is on a distinguished road
Default Senario Design

Each game turn represents 3 minutes of battle time??? If so why do we design senario's such as number 14 where green troops must advance vs entrenched regular troops in 14 turns??? Sure the attacker has lots of air and arty but with a green spotter they are useless, since it takes 2.3 or more turns to come in and the defender also has air and arty. All in all this another of those silly senario's where the player is asked to take useless troops in a hopeless situation and try to win (can't wait for the first fanboy to tell me how he won in a walk)
Reply With Quote
  #2  
Old August 3rd, 2005, 04:56 PM
wulfir's Avatar

wulfir wulfir is offline
Captain
 
Join Date: Jun 2005
Posts: 990
Thanks: 136
Thanked 354 Times in 187 Posts
wulfir is on a distinguished road
Default Re: Senario Design

Quote:
BigJim said:
...(can't wait for the first fanboy to tell me how he won in a walk)
I think it's a very good scenario.

Not too big, variation of units, AI defence set up with some care (note how some AI units counterattack while others defend)... the PLA airpower and PAVN armour might be a bit artistic licence, but it makes for a fun scenario.

For an experienced player vs the AI 14 turns is enough IMHO.
Attached Images
File Type: jpg 371389-China.jpg (68.9 KB, 149 views)
Reply With Quote
  #3  
Old August 3rd, 2005, 05:51 PM

Pepper Pepper is offline
Corporal
 
Join Date: Jun 2005
Posts: 134
Thanks: 0
Thanked 0 Times in 0 Posts
Pepper is on a distinguished road
Default Re: Senario Design

Quote:
wulfir said:
Quote:
BigJim said:
...(can't wait for the first fanboy to tell me how he won in a walk)
I think it's a very good scenario.

Not too big, variation of units, AI defence set up with some care (note how some AI units counterattack while others defend)... the PLA airpower and PAVN armour might be a bit artistic licence, but it makes for a fun scenario.

For an experienced player vs the AI 14 turns is enough IMHO.
Can someone point me to either the instructions or simply explain how to adjust hte AI of individual units to tell them to stay put, or to attack, etc.? I spent a ton of time on a scenario but the AI completely blows the logic of hte defense. I'd love to be able to adjust it .... Thanks in advance.
Reply With Quote
  #4  
Old August 3rd, 2005, 06:58 PM
wulfir's Avatar

wulfir wulfir is offline
Captain
 
Join Date: Jun 2005
Posts: 990
Thanks: 136
Thanked 354 Times in 187 Posts
wulfir is on a distinguished road
Default Re: Senario Design

Quote:
Pepper said:
Can someone point me to either the instructions or simply explain how to adjust hte AI of individual units to tell them to stay put, or to attack, etc.?
Sure thing.

Use reaction turn. I'm assuming you're talking about having some AI units defend and some attack in the same scenario. This is what I do:




Make it a defend mission for the AI.


Buy all the units you want the AI to defend with.
Place the units on the map.


Swith the mission to meeting engagement.
Buy all the units you want the AI to advance with.
Place them on the map.
Set reaction turn (default is 99 - for the units you want the AI to move during the scenario - else they will stay put).

- - SWITCH BACK THE MISSION TO AI DELAY/DEFEND - -
(If you don't the AI will advance with everything.)

Save.
Play.

Why not try it out with a small test scenario. Like have one AI infantry platoon defend and some tanks advance...?
Reply With Quote
  #5  
Old August 4th, 2005, 02:22 AM

WBWilder WBWilder is offline
Second Lieutenant
 
Join Date: Jun 2005
Location: Smyrna Ga.
Posts: 403
Thanks: 0
Thanked 0 Times in 0 Posts
WBWilder is on a distinguished road
Default Re: Senario Design

Good answer. I would only add that the use of waypoints is also a very good idea to have the AI send the units in the directions you think best against the human plaer.
__________________

Wild Bill Wilder
Independent Game Consultant
Scenario Designer
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:17 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.