Re: Side-effect of reaction turn 98
A lot of writing, questions and answers. What I've come up with out of all this is that the AI side, in a delay or defend scenario will observe reaction turns with the following exception.
If the reaction turn is 98, they won't move at all, no matter what.
If set to 99, the units will move on the reaction turn given them, or if an objective hex is taken by the human player.
Reaction turns and waypoints are important tools in scenario design and in version 1.2 worked pretty good for me. Entebbe, for example, all depends on timing and the units seem to do the right thing, both in waypoints and reaction turns. I hope the same is true with 2.0
Am I correct?
WB
__________________

Wild Bill Wilder
Independent Game Consultant
Scenario Designer
|