|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
December 14th, 2012, 08:17 PM
|
Corporal
|
|
Join Date: Feb 2012
Posts: 51
Thanks: 9
Thanked 2 Times in 2 Posts
|
|
Enemy gone walkabout
Hi folks. In a couple of scenarios I've designed, the enemy head off to an obscure corner of the map for no apparent reason. Can anyone tell me why and how to stop them? I've included the scenario files to allow testing. What I have done each time is take the VM force around north of the police station and the 2 French units from the south side have marched East up the road.
I know I can reduce their movement to 0 to keep them in place but I've had the same issue on scenarios where the AI is on an attack mission so I'm more interested in why than scenario specific fixes. Thanks all.
|
December 14th, 2012, 10:08 PM
|
First Lieutenant
|
|
Join Date: Aug 2008
Posts: 681
Thanks: 91
Thanked 250 Times in 132 Posts
|
|
Re: Enemy gone walkabout
without looking at the scenario my guess is you still left victory hexes offmap.
|
December 15th, 2012, 01:17 AM
|
Corporal
|
|
Join Date: Feb 2012
Posts: 51
Thanks: 9
Thanked 2 Times in 2 Posts
|
|
Re: Enemy gone walkabout
Thanks for the suggestion. I've double checked that now. There were (are) no victory hexes off board. Any other suggestions
|
December 15th, 2012, 09:41 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
|
|
Re: Enemy gone walkabout
Quote:
Originally Posted by duff
Thanks for the suggestion. I've double checked that now. There were (are) no victory hexes off board. Any other suggestions
|
Really? What's this then ?
There are Red V hexes in the upper left corner gray edge hexes which is exactly why you are getting the results you are. Get then out of there and on the map and that behavior will stop.
Piggy back the spare V hexes onto existing ones but ALL V hexes MUST be on the map
Don
Last edited by DRG; December 15th, 2012 at 10:03 AM..
|
December 15th, 2012, 06:38 PM
|
Corporal
|
|
Join Date: Feb 2012
Posts: 51
Thanks: 9
Thanked 2 Times in 2 Posts
|
|
Re: Enemy gone walkabout
That was the wrong scenario. I attached 225, what I created was 325. Correct one should be attached now, thanks for checking.
|
December 15th, 2012, 06:57 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
|
|
Re: Enemy gone walkabout
When I load the scenario the VC are all lined up along the west edge of the map. Seriously... is that the correct deployment ...60+ hexes from the objective?
Don
|
December 15th, 2012, 08:30 PM
|
Corporal
|
|
Join Date: Feb 2012
Posts: 51
Thanks: 9
Thanked 2 Times in 2 Posts
|
|
Re: Enemy gone walkabout
It's intended to be the first battle in a campaign, the best way to emulate that would be for you to edit it to deploy your troops anywhere east of the police station. Hadn't considered the deployment issue when the battle is done outside of the campaign.
|
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
|
|
|
|
|