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  #1  
Old February 28th, 2016, 11:05 AM
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wulfir wulfir is offline
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Default Turn 0 artillery

I've built a Soviet delay vs German advance scenario and plotted the AI's (here the German side) first artillery barrage.

I don't want the artillery to land immediatly but after 3 turns. It used to be possible to shift around turn 0 bombardments so that they would land later in the game..., but when playtesting the AI fire the artillery straight away.

I built a trial scenario and set arty both as a meeting engagement and a advance-delay scenario with the same result. The AI will fire the artillery on the first turn.

Was something changed?
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  #2  
Old February 28th, 2016, 11:48 AM

Ts4EVER Ts4EVER is offline
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Default Re: Turn 0 artillery

You can delay them by clicking on the + button down in the artillery menu.
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  #3  
Old February 28th, 2016, 12:55 PM
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Default Re: Turn 0 artillery

Try Ts4EVER's suggestion and if that doesn't work for you post what you have and we'll take a look at it
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Old February 28th, 2016, 01:01 PM
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Default Re: Turn 0 artillery

Set it up under direct support and you'll get it on turn 3 but not turn zero

Last edited by DRG; February 28th, 2016 at 01:14 PM..
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Old February 28th, 2016, 02:14 PM
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Mobhack Mobhack is offline
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Default Re: Turn 0 artillery

if it is ordered to fire on turn 3 it should be firing on turn 3 whether under command or not, but waiting idle till then. This needs looking into.

Who is the human player, P1 or P2?
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  #6  
Old February 28th, 2016, 06:09 PM
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Default Re: Turn 0 artillery

Ts4EVER's suggestion works fine. Has that + option always been there? I have never noticed before...

I used to click around like crazy when I wanted to delay the AI artillery stonk. This is so much easier.
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Old February 29th, 2016, 05:23 AM
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Default Re: Turn 0 artillery

The + option for the initial stonk has been there a decade or more, I think I added it to the DOS version, but it may have been in the original SSI code. Been so long, I cannot clearly recall. The original stonk was limited to one fire mission, though.

Now it works for the programmed fires - ie you can plot fire on each turn, hit + and plot again, etc if you have the full game. The AI also will use a programmed fire mission at times in the advance or assault.

However it's getting its plot a little wrong for under command batteries, which I'll need to investigate further. It may be a scenario thing.
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  #8  
Old February 29th, 2016, 09:35 AM
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Default Re: Turn 0 artillery

This is going to require more digging..... I tested Andys theory and with normal arty set with the + bombard button the barrage landed turn three and NOT turn zero but then I tried a scenario set up the same way again and it worked perfectly......bombardment on turn 3 and nothing turn zero but yesterday it worked just as Ulf described...a three turn delay set but it landed turn zero as well.... there may be a combination of events that trigger this...... or not........OR MAYBE it only acts normal on a leap year

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