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Old May 4th, 2010, 10:53 PM
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Arralen Arralen is offline
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Default Re: Trouble with "asymmetrical" generated campaign

Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by Arralen View Post
4/2012, obat44 (W.Germay) vs Mujahedeen/Mujahedeen/Afghanistan

player pts. : 65000
AI pts: 100

Bought troops for ~6.5k points

*snip*

- Noticed: the AI had bought troops for full 6.5K points as well!

*snip*

Loaded the save into the editor to find that the AI again
has bought for full 6.5k points (= "XXXXX" option) !!!
Honestly dont know what you are trying to do with this faffing about. No bugs whatsoever - the campaign system is for fair balance of points by battle type. What your force is worth, determines what it buys. If you spent 65K points, then the enemy would try its best to do so too ...
So you tell me the generator happily ignoring the preference settings is ok ?!

Quote:
If you really want to try adjusting the enemy AI force ratio in a campaign, then try modifying the AIAdjustPercent variable in the INI file.
So much I figured.
But will this still keep the mission-dependant build points modifiers the manual mentions under "Playing a one off battle - battle type table" - or do those not apply in the campaign? I was always under the impression that they do, but maybe I'm wrong?

And all that faffing about is because a less-than-ideal OOB, and the fact that I noticed the generator spend XXXXX build points instead of 100 ... after I spend several hours buying, reassigning and deleting units to get something sensible out of this OOB - I really didn't feel like doing it all again, and ran into further trouble ...
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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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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