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March 9th, 2009, 12:45 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
Posts: 1,359
Thanks: 307
Thanked 128 Times in 87 Posts
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A.I. Reinforcements?
Does it get some, at least during campaign battles?
At first I noticed that some times the AI will have more than a couple of tanks near the very rear of the map on its end. I always thought they were there to protect the rears etc.
Then yesterday when I had completely overrun the AI, it had 2-3 M60s in the rear. I had complete control of the skies and sent 5 gunships to take care of business. They surrounded, at high altitude, the enemy tanks from a distance from 4-5 hexes to up to 20ish. Then during the AI movement, about 4 Leo2s appeared from the edge of the map, there was no cover, only light snow, and I am sure I would have been able to see them before. While it was too late to change anything (his rest of the forces were some mortars, machineguns and lots of crew squads) it made me think.
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March 9th, 2009, 07:19 AM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Thanked 602 Times in 476 Posts
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Re: A.I. Reinforcements?
to keep you guessing the AI does indeed sometimes set up reinforcements in a campaign. It can catch you out & is I think a random thing. They are not reinforcements as such as in new units but part of its force using delayed entry so they are not extra units.
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March 9th, 2009, 07:35 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,958
Thanks: 466
Thanked 1,900 Times in 1,238 Posts
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Re: A.I. Reinforcements?
Quote:
Originally Posted by Imp
to keep you guessing the AI does indeed sometimes set up reinforcements in a campaign. It can catch you out & is I think a random thing. They are not reinforcements as such as in new units but part of its force using delayed entry so they are not extra units.
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Entirely correct, and that feature has been around for 5 years at least.
AI heliborne infantry and a few gunships will usually be held back till later in the battle as well. It's better to try to grab some (hopefully unguarded) objectives in your rear while your main force are deployed forwards than tussle for one in the middle .
Cheers
Andy
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March 9th, 2009, 07:38 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
Posts: 1,359
Thanks: 307
Thanked 128 Times in 87 Posts
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Re: A.I. Reinforcements?
Cool, thanks.
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That's it, keep dancing on the minefield!
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March 11th, 2009, 07:53 PM
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First Lieutenant
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Join Date: Sep 2008
Location: Brazil/France/Somewhere over the Atlantic
Posts: 660
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Re: A.I. Reinforcements?
Damn, now i'd better keep my reserve force alive
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March 31st, 2009, 12:33 PM
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Private
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Join Date: Aug 2005
Posts: 21
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Re: A.I. Reinforcements?
Has anyone else noticed that AI reinforcement for Editor-generated scenarios tend to sit still on their entry hex?
I often set up a battle where as P1, I'm assaulting AI/P2. To keep the situation fluid, I like to set up AI reinforcements.
I noticed that if I bought and deployed the AI forces with the game selector set to "P1 Assault P2", the reinforcements would pop up in defence posture, and wouldn't advance to the front line.
So I tried buying/deploying all the main/fixed/dug-in AI units, then re-setting the selector to "P1 meeting engagement P2", buying the AI reinforcements, and deploying them as such. Then resetting the selector to P1 Assault P2 before saving. Didn't seem to make a difference.
Is that just an unavoidable limitation of the P1 Assault P2 game?
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March 31st, 2009, 01:09 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,509
Thanks: 3,975
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Re: A.I. Reinforcements?
You're bending the game in ways it doesn't like to be bent. "A.I. Reinforcements" are just that..... A.I. Reinforcements. They were added to vary the experience of the human player.
NORMALLY when the AI is running them they stay off map. What you are seeing is their entry point and becasue you've played with the deployment they are not waiting off map like they would for the AI
Don
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March 31st, 2009, 01:16 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: A.I. Reinforcements?
Quote:
Originally Posted by Flyboy
Has anyone else noticed that AI reinforcement for Editor-generated scenarios tend to sit still on their entry hex?
I often set up a battle where as P1, I'm assaulting AI/P2. To keep the situation fluid, I like to set up AI reinforcements.
I noticed that if I bought and deployed the AI forces with the game selector set to "P1 Assault P2", the reinforcements would pop up in defence posture, and wouldn't advance to the front line.
So I tried buying/deploying all the main/fixed/dug-in AI units, then re-setting the selector to "P1 meeting engagement P2", buying the AI reinforcements, and deploying them as such. Then resetting the selector to P1 Assault P2 before saving. Didn't seem to make a difference.
Is that just an unavoidable limitation of the P1 Assault P2 game?
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Simply buying them as reinforcements will do nothing much different from any other defending troops, unless you actually know about and play with the reaction turns for the defending player's reinforcements.
NB - the AI side has one mission, it is not on any sort of formation by formation basis.
Andy
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