|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
|
July 22nd, 2005, 03:09 PM
|
Corporal
|
|
Join Date: Jun 2005
Posts: 84
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
AI \"reaction\" question
Hope I understand this right. I`ve set a scenario up, the with a turn length of 20. I don`t want two 12.7mm HMG to move, wanting them stay put. So I set the reaction to turn 21, assuming they wont "react" and move.
Upon ending the scenario, and viewing the map, I see that the units have moved? Am I understanding the "reaction" button correctly?
I assume to get the same effect I could used the "D" key and say 0 movement?
Thanks for any help
|
July 22nd, 2005, 03:23 PM
|
|
Major
|
|
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
|
|
Re: AI \"reaction\" question
You could use the "D" key to keep them from moving BUT you should be able to use "Reaction" to get a similar effect. I am having the same type problems in some of my scenarios.
I am wondering if we need to make sure that the "Reaction" turn is less than the # of turns in the scenario?
|
July 22nd, 2005, 03:25 PM
|
|
Colonel
|
|
Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
|
|
Re: AI \"reaction\" question
Hi Paul,
Setting the reaction range to a certain turn is not always respected by the AI controlled units.
It seems that some units are more eager (than others) to join the fight... LOL
cheers,
Pyros
|
July 22nd, 2005, 03:28 PM
|
|
Major
|
|
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
|
|
Re: AI \"reaction\" question
These "held" units moving on their own may also be triggered by nearby combat. Too close for comfort so to speak and thus are drawn into the fight?
|
July 22nd, 2005, 04:13 PM
|
Corporal
|
|
Join Date: Jun 2005
Posts: 84
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI \"reaction\" question
I thought that close combat may draw the units into the fight. I`d set them up (or so I thought) well back on the crest of a hill, so they would lay down suppressing fire (or so the thinking goes!)
Perhaps the temptation got too great for them
|
July 22nd, 2005, 04:22 PM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: AI \"reaction\" question
Where they in a formation on their own? Maybe they just tried to help their buddies which had advances much more ?
__________________
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 ...
|
July 22nd, 2005, 04:28 PM
|
Corporal
|
|
Join Date: Jun 2005
Posts: 84
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: AI \"reaction\" question
They were in a formation of a HMG platoon. Consisting of 2 HMG squads and one truck ("P" platoon). They were commanded by their company commander (K0) I hadn`t set any reaction for the company comander or other formations in the company, just to this platoon only.
|
July 22nd, 2005, 08:32 PM
|
|
Captain
|
|
Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
|
|
Re: AI \"reaction\" question
Hi Everybody,
I was thinking it might be a better idea to just use reinforcements more,especially when you want something to hold for a long time.
I had some problems with the reaction button to,I had sappers set to react near end of game so they could surprize the enemy as they attempted to take the victory hexes,yet they were on the move shortly after the game started. So in that case if I had just made them reinforcements at the proper time they would have been were they were supposed to be.
|
July 24th, 2005, 04:21 PM
|
|
Major
|
|
Join Date: Jun 2005
Posts: 1,009
Thanks: 142
Thanked 366 Times in 194 Posts
|
|
Re: AI \"reaction\" question
Quote:
dita said:
So I set the reaction to turn 21, assuming they wont "react" and move.
|
Dita,
reaction turn works, but it's somewhat tricky to get it right. Not knowing your scenario my guess would be that it's a meeting engagement and that is probably why reaction turn doesn't work for you.
Made a short (see attachement), fast play scenario to illustrate what I mean. Indian troops in Kashmir are sent on a sweep a village suspected of harbouring separatist weapons.
In this scenario the AI controled separatist forces (Red OOB)have a delay mission and thus most of their forces will stay put in their assigned positions BUT through use of reaction turn and one more meassure when purchasing units for the AI side, some of the separatists will try to put in a weak flank attack as well as leave the village in a death or glory run with a small civilian car.
No units have movement set to 0.
I'll explain how it's done if you're interested.
|
July 24th, 2005, 05:34 PM
|
|
Major
|
|
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
|
|
Re: AI \"reaction\" question
Quote:
wulfir said:
No units have movement set to 0.
I'll explain how it's done if you're interested.
|
I'd be interested!
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|