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Re: Help on controlling the AI please
If you really need them to stay put but cant run change speed to 1 not zero so long as not by a road they are stuck.
Have not tried it but what happens if you call them AUX units & fix them? |
Re: Help on controlling the AI please
Inside the manual you will find anything you need.
Just read it more than once since its not that simple. cheers, Pyros |
Re: Help on controlling the AI please
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Re: Help on controlling the AI please
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I'm going to have to find some way to print out the entire game guide. I don't own a printer, maybe I can do it at the library. I have a feeling it's going to take alot of paper though. I was hoping Pyros wrote a manual on waypoints. While playtesting his ANZAC Campaign for WW2 I realized his usage of waypoints was quite advanced. |
Re: Help on controlling the AI please
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Re: Help on controlling the AI please
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There is a quick overview section in the main manual then in BRIGHT YELLOW box at the end you'll find this Quote:
WinSPMBT\Game Notes\Images\Waypoints.htm or WinSPWW2\Game Notes\Images\Waypoints.htm IDK what we'd have to do to make that information more accessible. Don |
Re: Help on controlling the AI please
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I am a novice but this seems wrong waypoints must be the last thing set on that side but you can buy & cross attach or even reassign units in the other side without adverse effects on waypoints set for the other. Hence the "trick" of buying them after you have checked AI side is moving as you want by playing with them set to human & computer control. Also in the guide Quote:
"Make the map wider than you need deploy units so they will move directly forward placing the first waypoint in the hex they would enter without waypoints (Note this waypoint will be deleted as game deletes one waypoint a turn if not used) Now plot waypoints normaly so waypoint 2 will be the first it should follow." Getting this part right is important because if it uses one more waypoint than you thought it can throw off the whole path. I am not sure here might need to place it in hex unit would move to next turn. There obviously is more intrest in doing this than people thought but loaded several scenerios to see what they have done & many just seem to use basic plotting moving at full speed & as it does not show waypoint numbers not that helpful. I was hoping the old school would elaborate more or even take the time to do a demo scenerio with text listing the waypoints placed. Realise this would take time but a demo of how to get a vehicle moving flat out switching to 2 hexes a turn & then holding position would be nice. Or even a quick blow by blow of your thought process when setting up waypoints first like. Do scout vehicles first as ignore for first 3 turns so set to reinforcements or. For reinforcements use 1 waypoint a turn is not used so if arrive on turn 6 the first waypoint used is 7. For basic movement generally. For fine movement generally. If want a unit to hold position generally How to get round APCs picking up troops. I find the best way is to plot all general movement save then try & get the fine detail. Blah Blah. Its basically what has become second nature to you but us rookies well sometimes:banghead Also nobody botherd to answer the question can you force vehicles to unload passengers, a simple no would suffice. Things like be aware vehicles will disregard waypoints & pick up passengers even if from a diffrent formation if have the carry capacity. Waypoint following can become erratic once get near enemy or neutral controlled flags. Looks to me like Suhiir is trying to get some realistic movement like me & I am sure many others have tried but after a few weeks of failing give up which is why new scenerios & Campaigns dont get built. Already scaling mine back & in the end may well just give it up. After all I can't play what I make so may as well just go back to playing the game. |
Re: Help on controlling the AI please
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And believe me, being a former programmer myself I have a clue how difficult any AI is to create in the first place and ANY attempt to modify it WILL lead to unexpected results. So Andy and Don will no doubt be wise and not even consider trying to modify it unless something something is outright broken, and it isn't. Quote:
Turn one - Game removes waypoint one from each path. Turn two - Game removes waypoint two from each path. Etc. Since any reinforcements you add that don't start the game on-map will be added turn one, or later, you need to create a stack of waypoints directly in front of the formation leader so it crosses a waypoint the first time it moves. So if you had the reinforcement arrive turn ten (10) you need to place eleven (11) waypoints directly in front of it. Once a formation crosses it's first valid waypoint (11 in this case) it will follow the waypoint pathing until fired on or it reaches the end of the path. Now, if a unit is fired on it will stop and do battle, but each turn another waypoint will be removed from it's list. Once the fight it is over it will attempt to move to the next valid waypoint. Example : Formation arrives as a reinforcement turn 10, waypoint 1 thru 10 have already been removed from it's que so it attempts to head to waypoint 11. If waypoint 11 isn't directly in front of it, it will attempt to follow the easiest path from it's current location directly to waypoint 11. On turn 15 one of your scout units fires on the formation, it deploys turn 16, kills the scout turn 17, then reloads turn 18 since there's nothing else to kill. Waypoints 16, 17, and 18 have been removed from it's que while it was deploying and fighting so it will take the most direct, easiest, path toward waypoint 19. That help? Quote:
Then you set the next three waypoints two in one hex and the third in an adjacent one - thus the formation leader crosses three waypoints in two hexes - moving two hexes that turn. Last you place three waypoints in one hex (possibly the one it ended in the previous turn) so it crosses them without the need to move - the formation leader remains stationary. Doing this will result in the formation doing more-or-less what you want, you WILL have to let a turn run, save the game, load turning both sides to player control, and check to see if it did what you wanted. If not tweak as needed to get the result you want. This is one reason so few people do much advance waypoint work in scenarios...it's tedious, annoying, and requires many, many test runs to get "right". Quote:
Run some tests, see where they go most often, place waypoint four (4) close to there. They'll get back "on track". Quote:
1) Buy the APC's and troops as separate formations. Make sure to purchase the passengers before the APC's so they'll move first. 2) Make sure you have a player unit placed on the movement path of the APC unit where you want it to drop troops (have to use a "fixed" unit with little to no movement speed to make sure they player doesn't move it elsewhere). 3) Take your best guess how long it will take the AI to kill whatever unit you used to force it to stop and deploy. 4) Create the "next" waypoint, the one that will be valid after the battle, for the passenger formation as close to the hex they'll be dropped at, or wind up in, as possible. 5) Create the "next" waypoint, the one that will be valid after the battle, for the APC formation heading a different direction from the way the passengers will move. 6) Since the passenger formation moves first it will move away from the APC's - thus when the APC's try to move they will not be in the same hex as the passengers - and won't (generally) move to pick them up since their next valid waypoint is a different direction. Again, not easy or elegant, but doable. Quote:
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At least that's my best guess :angel |
Re: Help on controlling the AI please
Hi Suhiir thanks for answering going out so just a brief note
<TABLE border=0 cellSpacing=0 cellPadding=3 width="100%"><TBODY><TR><TD style="BORDER-BOTTOM: 1px inset; BORDER-LEFT: 1px inset; BORDER-TOP: 1px inset; BORDER-RIGHT: 1px inset" class=alt2>Originally Posted by Imp http://forum.shrapnelgames.com/image...s/viewpost.gif Quote: <TABLE border=0 cellSpacing=0 cellPadding=3 width="100%"><TBODY><TR><TD style="BORDER-BOTTOM: 1px inset; BORDER-LEFT: 1px inset; BORDER-TOP: 1px inset; BORDER-RIGHT: 1px inset" class=alt2>4)ANY change to the formation structure of either side of a scenario WILL CANCEL ALL waypoints for both sides so waypoints must be the very last thing that is done. A change to even one unit of either side cancels ALL waypoints </TD></TR></TBODY></TABLE> I am a novice but this seems wrong waypoints must be the last thing set on that side but you can buy & cross attach or even reassign units in the other side without adverse effects on waypoints set for the other. Hence the "trick" of buying them after you have checked AI side is moving as you want by playing with them set to human & computer control. </TD></TR></TBODY></TABLE> Quote:
Have not checked if it upsets them somehow but in this post by Pyros its what he says to do http://forum.shrapnelgames.com/showt...134#post422134 Therefore one of them must be wrong it either effects the waypoints in which case this post is wrong or vica versa |
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