|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
June 28th, 2018, 03:41 PM
|
|
First Lieutenant
|
|
Join Date: Mar 2011
Location: Ohio
Posts: 788
Thanks: 1,258
Thanked 576 Times in 313 Posts
|
|
Waypoint Questions
So I have almost complemented creating 10 new scenarios, they work fine for Human vs. Human and I tweaked a few things for the AI, which somewhat helps the AI in meeting engagements. But for advance/delay scenarios some issues arise. Looking through the manual and much to my surprise and joy I discovered way points. So prior to me releasing these 10 as is right now, I'd like to experiment with Waypoints.
1. So one question comes to mind, since you can only have 125 waypoints in the game, does this limit apply to each side or as a grand total?
2. Do scenario designers pick one side (maybe the first player/left hand side) as the side most will select and then set waypoints for the second player/right hand side, or do they set waypoints for both sides?
3. Is it sufficent enought to set waypoints for just the formation leader (x0)?
4. The manual says to first select computer control. How does this work if you select it for one side and each unit and if two players decide to play the scenario? Will it just be ignore if human vs. human is selected?
Need to read the section agian. Thanks for any help.
So far this batch of scenarios is pretty fast, furious and intense and I just want to give the AI a little bit of help, sometimes it does some silly things and when I switched sides I found that I would not do those silly things and give the other AI guy a tough time.
Thoughts, tips, and help welcomed.
__________________
ASL
Last edited by zovs66; June 28th, 2018 at 03:55 PM..
|
June 28th, 2018, 04:47 PM
|
|
First Lieutenant
|
|
Join Date: Mar 2011
Location: Ohio
Posts: 788
Thanks: 1,258
Thanked 576 Times in 313 Posts
|
|
Re: Waypoint Questions
So to try to answer some of my questions, I created a quick test scenario on a map 50x50 with roughly equal forces, using the most simplest of methods is quite a breeze, not sure yet on the more advanced Pyros method yet.
__________________
ASL
|
June 28th, 2018, 04:58 PM
|
|
First Lieutenant
|
|
Join Date: Mar 2011
Location: Ohio
Posts: 788
Thanks: 1,258
Thanked 576 Times in 313 Posts
|
|
Re: Waypoint Questions
So...inital tests are looking really good!
Is it safe to assume that if I set the player 2 formation to Computer controlled and set waypoints for that formation. That if two players decided to PBEM this, then those waypoints are ignored or not used? And the setting of computer control over a formation will not affect the human controlling player?
Just trying to wrap my head around it all.
__________________
ASL
|
June 28th, 2018, 07:45 PM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,957
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
|
|
Re: Waypoint Questions
Quote:
Originally Posted by zovs66
So...inital tests are looking really good!
Is it safe to assume that if I set the player 2 formation to Computer controlled and set waypoints for that formation. That if two players decided to PBEM this, then those waypoints are ignored or not used? And the setting of computer control over a formation will not affect the human controlling player?
Just trying to wrap my head around it all.
|
Waypoints are for the AI controlled force. If a human sets a force to AI controlled, it's an "AI" force - but I have no idea if the scenario designer's waypoints would be carried forwards to a human owned AI controlled force. They MAY do so, provided the scenario designer made them under computer control, but that may not be available to the scenario designer - you will have to experiment and see, if interested.
Remember that an AI force will drop thier waypoints list if they decide to engage a nearby enemy force, or if they wander close enough to an enemy controlled V-hex. They will not slavishly obey them in other words. The AI force also igores any remaining waypoints after about 66% of a game is played.
|
The Following User Says Thank You to Mobhack For This Useful Post:
|
|
June 30th, 2018, 11:00 AM
|
|
General
|
|
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
|
|
Re: Waypoint Questions
Don’t take as gospel but if the human player goes to the HQ screen (H) at the start of the battle and selects computer controlled for a formation it will use the waypoints.
Can for instance have a perimeter patrol set to follow waypoints under computer control and rest of your force human.
Toggle back to human if you want to take control of the patrol.
__________________
John
|
The Following User Says Thank You to Imp For This Useful Post:
|
|
June 30th, 2018, 11:49 AM
|
|
First Lieutenant
|
|
Join Date: Mar 2011
Location: Ohio
Posts: 788
Thanks: 1,258
Thanked 576 Times in 313 Posts
|
|
Re: Waypoint Questions
In my tests so far, waypoints seem to help guide the AI to the intended locations to give the human as good as a fight as possible. Still experimenting with computer controlled and having the human take that side, he can still control them but it does seem that he can override the waypoints. Still testing it out and reading the manual.
__________________
ASL
|
Thread Tools |
|
Display Modes |
Linear Mode
|
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
|
|
|
|
|