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-   -   AI "reaction" question (http://forum.shrapnelgames.com/showthread.php?t=25025)

dita July 22nd, 2005 03:09 PM

AI \"reaction\" question
 
Hope I understand this right. I`ve set a scenario up, the with a turn length of 20. I don`t want two 12.7mm HMG to move, wanting them stay put. So I set the reaction to turn 21, assuming they wont "react" and move.

Upon ending the scenario, and viewing the map, I see that the units have moved? Am I understanding the "reaction" button correctly?

I assume to get the same effect I could used the "D" key and say 0 movement?

Thanks for any help

Double_Deuce July 22nd, 2005 03:23 PM

Re: AI \"reaction\" question
 
You could use the "D" key to keep them from moving BUT you should be able to use "Reaction" to get a similar effect. I am having the same type problems in some of my scenarios.

I am wondering if we need to make sure that the "Reaction" turn is less than the # of turns in the scenario?

Pyros July 22nd, 2005 03:25 PM

Re: AI \"reaction\" question
 
Hi Paul,

Setting the reaction range to a certain turn is not always respected by the AI controlled units.
It seems that some units are more eager (than others) to join the fight... LOL http://forum.shrapnelgames.com/images/smilies/happy.gif

cheers,
Pyros

Double_Deuce July 22nd, 2005 03:28 PM

Re: AI \"reaction\" question
 
These "held" units moving on their own may also be triggered by nearby combat. Too close for comfort so to speak and thus are drawn into the fight?

dita July 22nd, 2005 04:13 PM

Re: AI \"reaction\" question
 
I thought that close combat may draw the units into the fight. I`d set them up (or so I thought) well back on the crest of a hill, so they would lay down suppressing fire (or so the thinking goes!)

Perhaps the temptation got too great for them http://forum.shrapnelgames.com/images/smilies/happy.gif

Arralen July 22nd, 2005 04:22 PM

Re: AI \"reaction\" question
 
Where they in a formation on their own? Maybe they just tried to help their buddies which had advances much more ?

dita July 22nd, 2005 04:28 PM

Re: AI \"reaction\" question
 
They were in a formation of a HMG platoon. Consisting of 2 HMG squads and one truck ("P" platoon). They were commanded by their company commander (K0) I hadn`t set any reaction for the company comander or other formations in the company, just to this platoon only.

Skirmisher July 22nd, 2005 08:32 PM

Re: AI \"reaction\" question
 
Hi Everybody,
I was thinking it might be a better idea to just use reinforcements more,especially when you want something to hold for a long time.

I had some problems with the reaction button to,I had sappers set to react near end of game so they could surprize the enemy as they attempted to take the victory hexes,yet they were on the move shortly after the game started. So in that case if I had just made them reinforcements at the proper time they would have been were they were supposed to be.

DRG July 23rd, 2005 02:17 PM

Re: AI \"reaction\" question
 
"Reaction turn" has two uses. One you control, one you don't

In a sceanrio ,an AI formation with, for example 5 as its "reaction turn", is free to move as it sees fit when it reaches turn 5, UNLESS an objective is taken by the human player which triggers a counter-attack. That's the part you don't currently have full control over

Counter attack is based on the ratio of V-hexes NOT in the AI's hands

1] if 50% of the objectives are enemy held/neutral, there is a 5% chance EVERYONE (including react 99) units will charge

2] if between 75% and 90% of the objectives are enemy held/neutral (but not 100% ) - there is a 25% chance to counterattack with EVERYONE

3]if >=90% of the objectives are enemy held/neutral, the AI will attack with about 45-50% of the formations per turn

It's done this way TO BE unpredictable. There is no way for a player to know if tripping a V hex will set off a chain reaction and every game will be different in that regard. We have gone to GREAT lengths to ensure the game is NOT predictable. It's also why we don't like explaining these things becasue now people know the odds they are facing whereas in the past it was all a big mystery ( which was the intention....) http://forum.shrapnelgames.com/images/smilies/happy.gif

However, This is why you had trouble holding unit in place or predicting when it would move even though you had it set to react on "turn 99".

What we are looking at is adding a special reaction turn number that will force formations set to that number to ingore counter attack orders in scenarios.

Don

Skirmisher July 23rd, 2005 02:34 PM

Re: AI \"reaction\" question
 
Thanks Don,

That clears quite abit up. I understand that you want the play experience to be unpredictable,but the editing shouldnt be. http://forum.shrapnelgames.com/images/smilies/happy.gif Haveing the ability to absolutely hold a unit or units would be a good addition.


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