.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Campaigns, Scenarios & Maps (http://forum.shrapnelgames.com/forumdisplay.php?f=106)
-   -   AI transport helos (http://forum.shrapnelgames.com/showthread.php?t=50942)

Beeg August 27th, 2015 06:35 AM

AI transport helos
 
Hi all. Just wondering if there's a way to "entice" the AI transport helos to land and unload in a certain area of the map?

Beeg August 27th, 2015 07:00 AM

Re: AI transport helos
 
For some reason I can't edit my post. I meant enticing the helos during the editor phase...what does the AI look at when determing a LZ?

jivemi August 27th, 2015 07:44 AM

Re: AI transport helos
 
As long as the edit button is visible you can double-click on it and it should enable you to make any changes. Original posts can be edited indefinitely while you have only 30 minutes otherwise.

Don't know about luring AI helos to unload in particular hexes. AFAIK the human player has no control over it.

Beeg August 27th, 2015 08:18 AM

Re: AI transport helos
 
Thanks for the reply. I'm trying to design a scenario using the editor but the AI lands the helos in an area that is not where I want. Just wondering if there was something the AI looks for when deciding on a LZ.

Mobhack August 27th, 2015 09:31 AM

Re: AI transport helos
 
There never seems to have been a way to set the landing hex for the AI. (It sets one in random battles all by itself). So it may use that method in a scenario?

You could also try setting waypoints for the formation to where you want them to go - I have no idea if aircraft obey waypoints though.

Beeg August 27th, 2015 09:45 AM

Re: AI transport helos
 
I'm pretty sure aircraft ignore waypoints. I've never had much luck with that anyway, regardless of unit type.

Mobhack August 27th, 2015 01:36 PM

Re: AI transport helos
 
I'll try and remember to make a key to set the AI landing hex in scenario editor (if its needed) in this winter's update.

I have a feeling that if there isn't one set, then it'll try to pick a clear hex near to one of the V-hexes anyway. But that is just a feeling - have never tried creating and playtesting a scenario with an AI helicopter desant.

Beeg August 27th, 2015 02:59 PM

Re: AI transport helos
 
That was my thought also...clear hexes next to victory hexes. I tried that but the AI still tried to land next to buildings on the other side of the map.

scorpio_rocks August 27th, 2015 04:07 PM

Re: AI transport helos
 
Quote:

Originally Posted by Mobhack (Post 831263)
I'll try and remember to make a key to set the AI landing hex in scenario editor (if its needed) in this winter's update.

We would love this! Especially if it also works for barges/landing craft.

Airborne Rifles August 27th, 2015 06:23 PM

Re: AI transport helos
 
I've had success setting waypoints for the transport below in sets of three (as per the entry in the user manual) and then putting a vp in the hex of the lz I want them to use. I set the waypoints for the passengers starting at that location and moving away. The AI doesn't usually put down right where I want but at least tolerably close most of the time. I've actually been pretty happy with the results, and the transports have exited the screen after dropping their cargo.

Imp August 27th, 2015 09:12 PM

Re: AI transport helos
 
Long time since I did it but certainly attack helicopters follow waypoints at least to a degree. You can place multiple waypoints to slow them down & make them stop behind a ridgeline or some such.
The AI is then normally quite good at attacking from that point.
As Airborne Rifles mentioned I would expect transports if slow moving to unload once they are within the general area of several victory hexes. Probably around 12 -15 hexes out based on land transport vehicles.
So hopefully out of range of any defending infantry.

Imp August 27th, 2015 09:15 PM

Re: AI transport helos
 
Quote:

Originally Posted by scorpio_rocks (Post 831268)
Quote:

Originally Posted by Mobhack (Post 831263)
I'll try and remember to make a key to set the AI landing hex in scenario editor (if its needed) in this winter's update.

We would love this! Especially if it also works for barges/landing craft.

In most cases don't you just set these up to run straight in towards the landing hex?

scorpio_rocks August 27th, 2015 10:38 PM

Re: AI transport helos
 
Quote:

Originally Posted by Imp (Post 831271)
Quote:

Originally Posted by scorpio_rocks (Post 831268)
Especially if it also works for barges/landing craft.

In most cases don't you just set these up to run straight in towards the landing hex?

Yes, if the beach is straight (ish), However if you have a river to navigate or barrier islands, sandbars, etc it becomes a nightmare! woe besides if you want boats to make a flanking manoever!

FASTBOAT TOUGH August 28th, 2015 04:20 AM

Re: AI transport helos
 
Have to agree with Andy, AI is all I fight against and on several occasions over now many years the AI helo will seek a clear landing spot as close as possible to a v-hex. Also the transported troops after a turn will attempt to directly move towards the V-hex(s). Of note it's been my experience that the Chinese seem the most active in this regard/tactic. Russia only a couple of times and I've had a couple other countries do it once. I've maybe only seen this done by all maybe 10-12 times in almost as many years. It seems a very rare occurrence driven I'm sure by many perimeters the AI has to "work" within. I've always believed in "Fighting men, from the sky..." ;) on my part.

Regards,
Pat

Beeg August 28th, 2015 05:55 AM

Re: AI transport helos
 
I've tried setting v-hexes in clear landing areas and setting waypoints but the AI continues to have a mind of it's own...now it lands on the edge of the map, away from any victory objectives. How did you manage to program stubbornness into SPMBT? :-)

Imp August 28th, 2015 09:40 PM

Re: AI transport helos
 
Quote:

Originally Posted by FASTBOAT TOUGH (Post 831274)
Have to agree with Andy, AI is all I fight against and on several occasions over now many years the AI helo will seek a clear landing spot as close as possible to a v-hex. Also the transported troops after a turn will attempt to directly move towards the V-hex(s). Of note it's been my experience that the Chinese seem the most active in this regard/tactic. Russia only a couple of times and I've had a couple other countries do it once. I've maybe only seen this done by all maybe 10-12 times in almost as many years. It seems a very rare occurrence driven I'm sure by many perimeters the AI has to "work" within. I've always believed in "Fighting men, from the sky..." ;) on my part.

Regards,
Pat

One of the hardest battles I have ever had vs the AI & I nearly rerolled it because I thought it would be dead easy was Russian AI doing a river crossing on a full width map, this met the AIs criteria in a big way.
Few turns of bombardment & fast air in which I spotted a few ground vehicles then the paras turned up supported by attack & transport helos, turns out most of the AI arrived by air.
Arty park gone desperate attempt to save my HQ, forget holding the bank for now I have far bigger problems. Ended up having to clear the enemy out of my fortifications which I had abandoned on rescue missions.:doh:
Talk about getting caught well & truly with my pants down, we held but with totally unacceptable losses.


All times are GMT -4. The time now is 11:56 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.