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October 4th, 2016, 02:18 PM
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Captain
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Join Date: Jul 2005
Location: London (Great Britain)
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Preventing AI Suicide?
Dear All,
I am working on a scenario where it is fairly important that the AI remains entrenched even after some of the objectives have been overrun. It lasts 30 turns. It is a player 2 assaults player 1 scenario. The AI is in defence.
How can I prevent suicidal counter-attacks by the AI after the turn 20 mark?
Does it have something to do with "Reaction"?
Any help would be much appreciated.
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"Wir Deutschen sollten die Wahrheit auch dann ertragen lernen, wenn sie für uns günstig ist."
Last edited by RecruitMonty; October 4th, 2016 at 07:40 PM..
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October 4th, 2016, 10:04 PM
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Lieutenant General
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Join Date: Apr 2007
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Re: Preventing AI Suicide?
Best way I've found to keep the AI units in place is to set their move speed to zero.
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Suhiir - Wargame Junkie
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October 4th, 2016, 10:34 PM
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Captain
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Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
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Re: Preventing AI Suicide?
Quote:
Originally Posted by RecruitMonty
Dear All,
I am working on a scenario where it is fairly important that the AI remains entrenched even after some of the objectives have been overrun. It lasts 30 turns. It is a player 2 assaults player 1 scenario. The AI is in defence.
How can I prevent suicidal counter-attacks by the AI after the turn 20 mark?
Does it have something to do with "Reaction"?
Any help would be much appreciated.
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Exactly. You can set reaction to a turn to enable the AI to counter attack with specific formations. Until the turn is reached the formation will remain in place.
If you want a formation to attack say on turn 22, then set reaction to 22.
In addition, if you do not want certain formations to leave their fighting positions set reaction to 98.
Reaction by default is set to 99. At 99,the AI decides when and where to attack.
Wild Bill Wilder has a scenario, I believe it is titled: "Finding Way Home." It has various reaction values that maybe beneficial to check out his implementation.
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October 5th, 2016, 08:22 AM
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Shrapnel Fanatic
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Re: Preventing AI Suicide?
from the game guide ( that thing people rarely read )
QUOTE
In scenarios, if the "reaction turn" is set to "turn 98" units will hold in place for the entire game and not counter attack to re-take V-Hexes. This includes both advance and assault and delay and defend scenarios"
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October 9th, 2016, 02:55 PM
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Corporal
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Join Date: Jul 2016
Location: Nashville, TN, USA
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Re: Preventing AI Suicide?
"...not counter attack to re-take V-Hexes."
But will they still not move and react to opposing units coming close? I thought they would become locally mobile due to being attacked, they just will not target V-hexes.
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October 9th, 2016, 03:05 PM
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Captain
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Join Date: Nov 2010
Location: I ain't in Kansas anymore, just north of where Dorothy clicked her heels is where you'll find me.
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Re: Preventing AI Suicide?
Quote:
Originally Posted by jp10
"...not counter attack to re-take V-Hexes."
But will they still not move and react to opposing units coming close? I thought they would become locally mobile due to being attacked, they just will not target V-hexes.
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Reaction turn 98 means they will not move. They may fire on units, but they will "hold ground and fight in place."
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November 15th, 2016, 08:24 AM
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Private
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Join Date: Aug 2014
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Re: Preventing AI Suicide?
i am playing a random campaign is it possible in a campaign to it is a problem with defence missions
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November 15th, 2016, 09:43 AM
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Shrapnel Fanatic
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Re: Preventing AI Suicide?
No. That's a feature used to tweak the AI's response in a scenario. You can't do that in a generated campaign but it could be done in a scripted campaign
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November 16th, 2016, 02:07 AM
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Second Lieutenant
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Join Date: Jan 2015
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Re: Preventing AI Suicide?
I have always found the AI is not too bad in dug in defence (other than random initial positioning that tends to be more or less pretty awful).
The AI is less good at delay scenarios and bloody awful at advances and attacks where it always does a Banzai charge and generally attacks with any armour long before any leg infantry can catch up.
I mostly do WWII British and Commonwealth v Germany, Japan and Italy or, occasionally, Germany v USSR in pretty big Brigade sized actions.
While in MBT I tend to mainly do Company - Battalion sized stuff.
Don't know if it just my wishful thinking but WWII German forces do seem a bit more likely to counter attack from defence (accurate enough).
I also find the AI is okay in, in defence, in MBT when the enemy is assorted terrorist-gurilla forces, less so if it is a well organised and properly trained force.
If I could change two things in this game it would be to improve random AI troop positioning in defence and stop attacking AI armour bombing along at max speed all or most of the time (in fact I actually think it would probably be better if all AI vehilcles were restricted to half speed or less).
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November 16th, 2016, 04:08 AM
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Major
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Join Date: Aug 2013
Location: Yorkshire, UK
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Re: Preventing AI Suicide?
Quote:
Originally Posted by IronDuke99
(in fact I actually think it would probably be better if all AI vehilcles were restricted to half speed or less).
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That may be the brilliantly simple way of preventing the AI from separating infantry and vehicles! It may also not be too impossible to code?
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