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October 2nd, 2005, 09:11 AM
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Private
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Join Date: Oct 2005
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Re: Side-effect of reaction turn 98
Quote:
DRG said:
?????? Really? I just tested this three times with the AI defending a generated battle and nobody leaped out of their foxholes from the AI defenders side right away. There IS coding that will send defenders off to counter attack but from what I've seen so far with generated battles from the AI side they are not advacing on the first turn. The last test was a French assault vs Russian defend in a 43 turn game and I see the Russian reaction turns have been set ( this occurs after the game starts ) to 23, 19, 21 and 21 turns and it was turn 5 when I checked that and the first French units were just making contact with the lead Russian defenders and ALL Russian defenders are in their original foxholes
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Well, I just did a very quick test battle, Israeli assault on Egyptian defense on a 20x20 map. I just bought some snipers to observe. At turn five, I saw the first enemy squad coming out of its foxholes. At turn seven or eight it looked like a full scale counter-attack. Could the size of the map affect this? The number of points? Anything?
I ask because I often like to play small reinforced company size campaigns, or battles, and this could prove annoying for most assaults.
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October 2nd, 2005, 09:56 AM
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Shrapnel Fanatic
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Re: Side-effect of reaction turn 98
The number of turns in the game will affect the reaction numbers. It's easy to check. Build a game as you would normally then save it after playing a couple of turns. Load the save and set it to both sides Human. When the P2 defender starts up go to the HQ menu and you will see all the reaction turns in light blue. I'm looking at a 30 turn game on a 160x130 map and the reaction turns of the defenders is 15-4-14-20-17-20-24-12-15-16-17-13-16-18
I'll check into campaings later today
Don
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October 2nd, 2005, 01:22 PM
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Corporal
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Re: Side-effect of reaction turn 98 *DELETED*
Post deleted by Beeg
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October 2nd, 2005, 03:49 PM
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Colonel
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Re: Side-effect of reaction turn 98
I did some more testing on the AI delay/defend mechanism and judging from the results (data of several generated battles) I concluded that in version 1.0 approximately the 60% of units had assigned as reaction turn the value 99, while in version 2.0 none unit had assigned as reaction turn the value 99.
More precisely:
In the version 1.0 the 60% of AI units had assigned as reaction the turn 99 and the rest had assigned a number of turns that was around the 50% of game length
In version 2.0 all the units got a reaction turn around (+/-10%) the 50% of game length (their gravity center was around 50% of game length), and NONE unit had assigned the reaction value of 99.
Now, if you generate a battle with 5-6 turns in version 2.0 and you examine the after-battle "view map" you get the wrong impression that everyone is on the move from beginning... while on the other hand if you generate the same battle on version 1.0 you get the feeling that almost everyone is holding ground.
cheers,
Pyros
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October 2nd, 2005, 04:47 PM
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Shrapnel Fanatic
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Re: Side-effect of reaction turn 98
It's on the to-do list.
Don
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October 4th, 2005, 09:30 PM
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Corporal
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Re: Side-effect of reaction turn 98
I cant follow all the ins and outs and implications, so whats the final story?  Is it a problem when playing Quick Battles or only Campaigns or both?
Thanx!
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October 5th, 2005, 01:14 AM
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Second Lieutenant
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Re: Side-effect of reaction turn 98
A lot of writing, questions and answers. What I've come up with out of all this is that the AI side, in a delay or defend scenario will observe reaction turns with the following exception.
If the reaction turn is 98, they won't move at all, no matter what.
If set to 99, the units will move on the reaction turn given them, or if an objective hex is taken by the human player.
Reaction turns and waypoints are important tools in scenario design and in version 1.2 worked pretty good for me. Entebbe, for example, all depends on timing and the units seem to do the right thing, both in waypoints and reaction turns. I hope the same is true with 2.0
Am I correct?
WB
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Wild Bill Wilder
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Scenario Designer
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