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-   -   AI setup (http://forum.shrapnelgames.com/showthread.php?t=42329)

Imp February 19th, 2009 07:00 AM

AI setup
 
No idea if possible but in generated battles vs AI so no waypoints could it be possible in meetings AI advances to set up fast units further back or give them a delay before they start moving.

Just played vs Brits 5/41 N.Africa.
Troops & tanks arrived pretty much together as speed 8 for most tanks.
poor armoured cars more than 3 times as fast entered the turkey shoot several turns earlier due to being more than 3 times faster.

I seem to remember reading in a post somewhere that there is a bit of unit info that plays no part in the game anymore this could be used as a delay trigger say O-3 turns.
Realise lot of work if possible & would still not be perfect, map width terrain etc but still feel it would make a big impact vs AI.
Or if possible make them move at slower speed for first 3 turns

Mobhack February 19th, 2009 11:00 AM

Re: AI setup
 
It is the recce job to go out in front and find things.

The AI can then plot arty on whatever shows up.

When the UK uses a horde of armoured cars then this usually screens the main force - with the wreckage and the smoke discharger puffs. If they zoom into a weakly held flank then they can also overrun your mortars, flak etc in the zone...

Andy

Imp February 19th, 2009 11:45 AM

Re: AI setup
 
Quote:

Originally Posted by Mobhack (Post 675423)
It is the recce job to go out in front and find things.

The AI can then plot arty on whatever shows up.

When the UK uses a horde of armoured cars then this usually screens the main force - with the wreckage and the smoke discharger puffs. If they zoom into a weakly held flank then they can also overrun your mortars, flak etc in the zone...

Andy

Fair enough its just particulary with the UK there is a very big disparity between speeds meaning you can deal with as 2 completly seperate waves.
It was just a thought put out there as occured to me.


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