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Senario Design
Each game turn represents 3 minutes of battle time??? If so why do we design senario's such as number 14 where green troops must advance vs entrenched regular troops in 14 turns??? Sure the attacker has lots of air and arty but with a green spotter they are useless, since it takes 2.3 or more turns to come in and the defender also has air and arty. All in all this another of those silly senario's where the player is asked to take useless troops in a hopeless situation and try to win (can't wait for the first fanboy to tell me how he won in a walk)
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Re: Senario Design
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Not too big, variation of units, AI defence set up with some care (note how some AI units counterattack while others defend)... the PLA airpower and PAVN armour might be a bit artistic licence, but it makes for a fun scenario. For an experienced player vs the AI 14 turns is enough IMHO. |
Re: Senario Design
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Re: Senario Design
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Use reaction turn. I'm assuming you're talking about having some AI units defend and some attack in the same scenario. This is what I do: Make it a defend mission for the AI. Buy all the units you want the AI to defend with. Place the units on the map. Swith the mission to meeting engagement. Buy all the units you want the AI to advance with. Place them on the map. Set reaction turn (default is 99 - for the units you want the AI to move during the scenario - else they will stay put). - - SWITCH BACK THE MISSION TO AI DELAY/DEFEND - - (If you don't the AI will advance with everything.) Save. Play. Why not try it out with a small test scenario. Like have one AI infantry platoon defend and some tanks advance...? |
Re: Senario Design
Good answer. I would only add that the use of waypoints is also a very good idea to have the AI send the units in the directions you think best against the human plaer.
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