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  #11  
Old September 29th, 2005, 05:56 PM
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Default ??

Should we set them to 98 or 99 ?

Artur.
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  #12  
Old September 29th, 2005, 06:28 PM
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Default 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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  #13  
Old September 29th, 2005, 06:31 PM
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Default Re: ??

Thanks.

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  #14  
Old September 29th, 2005, 06:46 PM

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Default Re: ??

Any suggestion on how to best set up generated scenarios till a change is made? I play these quite a lot with the AI set to delay or defend for practice.
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  #15  
Old September 29th, 2005, 06:56 PM
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Default Re: ??

Use the copy of WinSPMBT you backed up before adding the patch. They can then be "transferred" by copying the 'saved game' file to the new version.

Assuming you backed up your 'old' version
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  #16  
Old September 29th, 2005, 08:21 PM

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Default Re: ??

I didn't back it up, but it's the CD version and so I re-install it to a separate directory. I created a new generated game with the AI in delay and copied the save files to the new V2.0 version of winSPMBT and it appears to run ok.
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  #17  
Old September 30th, 2005, 10:51 AM

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Default Re: ??

Cheers for the explanation Pyros. Have just spent two days testing a scenario and wondering why the units waiting to ambush me had charged me before I hade finished crossing the start line.
On a similar note, if units set to defend are given waypoints, will they follow them starting from their rection turn or will they defend until the v-hex ownership triggers them?

ie. defenders reserve force with waypoints to flank my attacking force set to reaction turn 5.

Will they start to move at turn 5 and follow their waypoints even if the rest of their force is dug in and I haven't taken any v-hexes?
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  #18  
Old September 30th, 2005, 11:03 AM
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Default Re: ??

Bernard,

IMO try to design/direct the AI movement with the careful positioning of VP flags.
The AI units will almost always ignore any way-point in order to contest VP flags.

If you wish to apply way-points in your scenario design you must experiment A LOT with their use!!!
From my experience the waypoints are good if you like to set the pace of movement; for example:

You have a convoy (moving on a road straight line) and you wish that different units with different speeds maintain formation. Then if you carefully plan their step (through the use of waypoints) you may achieve to have a simultaneous advance of all units.

But for the moment try to direct your AI manouvers with the use of VP flags.

cheers,
Pyros
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  #19  
Old September 30th, 2005, 11:44 AM
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Default Re: ??

Pyros,

We'd been told that there wouldn't be any more work done on WinSPMBT after the patch (working on WinSPWW2 instead). Is there any chance this glitch might be corrected soon?

Thanks,
Beeg
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  #20  
Old September 30th, 2005, 01:44 PM
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Default Re: ??

Quote:
Beeg said:We'd been told that there wouldn't be any more work done on WinSPMBT after the patch (working on WinSPWW2 instead). Is there any chance this glitch might be corrected soon?
I might be guessing here but I believe that was in regard to changes, new features and stuff like that. If there are bugsor coding anomalies that can be identified and replicated I am sure these will be addressed. IIRC the powers that be are on a short but much deserved vacation/break till this weekend some time. Give them some time to get back into the game and see where things are. Obviously they will have to sort through the posts, emails and whatever else is out there and decide where to start responding, making adjustments, etc.
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