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September 29th, 2005, 12:07 PM
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Corporal
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Join Date: Jul 2005
Location: W. Mass.
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Re: New version issue - defenders attacking
Pyros,
Thanks for the info. I've used the 'reaction turn 98' function and it works well. My concern is that in the pre-patch version when you created a defend scenario, the game automatically set all units to reaction 99. Then you could tweak individual units to react at different turns. Now when I create a defend scenario, all the defenders reaction turns are blank and they advance turn 1. Each formation reaction turn needs to be set manually. For large scenarios this is a chore.
Beeg
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"The beatings will continue until morale improves!"
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September 29th, 2005, 03:28 PM
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Colonel
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Re: New version issue - defenders attacking
Beeg,
Unfortunately, I think that this was not intended.
After I ran a short test assault/defend scenario against the AI, I noticed that the AI has left all fortified positions and moved towards me.
This is certainly something that needs FIX as soon as possible, since the AI won't behave normally in any delay/defend battle.
cheers,
Pyros
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September 29th, 2005, 03:36 PM
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Corporal
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Join Date: Jul 2005
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Re: New version issue - defenders attacking
Pyros,
Thanks again for your help. You guys are wonderful. Your prompt attention to this matter is greatly appreciated
Beeg
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"The beatings will continue until morale improves!"
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September 29th, 2005, 03:36 PM
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Colonel
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Side-effect of reaction turn 98
Sadly, it seems there is a problem in the new EXE 2.0.
This was caused by the modification of the reaction turn with the addition of REACTION TURN 98. This has somehow, altered (erased) the setting of REACTION TURN 99 as default on every unit in delay/defend scenarios.
As a result, the AI won't behave normally in delay/defend scenarios/campaigns.
cheers,
Pyros
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September 29th, 2005, 04:06 PM
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Corporal
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Join Date: Jul 2005
Location: W. Mass.
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Re: Side-effect of reaction turn 98
I'd like to add that this problem does not affect pre-patch scenarios. It only occurs when new units are bought using ver.2
Beeg
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"The beatings will continue until morale improves!"
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September 29th, 2005, 04:14 PM
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Major
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Re: Side-effect of reaction turn 98
Quote:
Beeg said:
I'd like to add that this problem does not affect pre-patch scenarios. It only occurs when new units are bought using ver.2
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Thats because 2.0 is when the Reaction 98 feature was added in. Something during that process must have affected how the AI assigns the default 99 reaction to all units.
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September 29th, 2005, 04:24 PM
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Private
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Re: Side-effect of reaction turn 98
does this also effect generated battles?
thanks
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September 29th, 2005, 04:47 PM
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Colonel
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Re: Side-effect of reaction turn 98
Yes nosrac,
This should create problems with every delay/defend generated battle/campaign, in which the deployment is set to AI.
cheers,
Pyros
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September 29th, 2005, 05:56 PM
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Second Lieutenant
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??
Should we set them to 98 or 99 ?
Artur.
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"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
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September 29th, 2005, 06:28 PM
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Colonel
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Re: ??
Hi Artur,
This only works if you set the battle for AI delay/defend.
If you set the AI defenders to REACTION 98 then these formations will stand ground during the whole duration of the battle (whatever the percentage of occupied VP locations).
If you set the AI defenders to REACTION 99 then these formations will behave according to the "REACTION rules"
This is what Don has post in another thread:
Quote:
"Reaction turn" has two uses. One you control, one you don't
In a scenario ,an AI formation with, for example 5 as its "reaction turn", is free to move as it sees fit when it reaches turn 5, UNLESS an objective is taken by the human player which triggers a counter-attack. That's the part you don't currently have full control over
Counter attack is based on the ratio of V-hexes NOT in the AI's hands
1] if 50% of the objectives are enemy held/neutral, there is a 5% chance EVERYONE (including react 99) units will charge
2] if between 75% and 90% of the objectives are enemy held/neutral (but not 100% ) - there is a 25% chance to counterattack with EVERYONE
3]if >=90% of the objectives are enemy held/neutral, the AI will attack with about 45-50% of the formations per turn
It's done this way TO BE unpredictable. There is no way for a player to know if tripping a V hex will set off a chain reaction and every game will be different in that regard. We have gone to GREAT lengths to ensure the game is NOT predictable. It's also why we don't like explaining these things becasue now people know the odds they are facing whereas in the past it was all a big mystery ( which was the intention....)
However, This is why you had trouble holding unit in place or predicting when it would move even though you had it set to react on "turn 99".
What we are looking at is adding a special reaction turn number that will force formations set to that number to ingore counter attack orders in scenarios.
Don
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