Re: Side-effect of reaction turn 98
The issue is on the to do list when I can regain contact with Andy. The automatic "99" reaction has been lost for AI controlled defenders and that was the one where they would hold in place until a V hex was captured and then they *may* or *may not* react to that ( It's a random factor that is checked each turn for each formation after V hexes are captured). 98 was introduced so scenario designers could enter that reaction turn and lock down specific troops that would NOT , under any circumstances, react to V hex capture. 98 was meant to supplement 99 not eliminate it but the automatic 99 has disappeared.
In both generated games and scenarios ,when the AI's units are deployed, random defending units would , and are, sometimes assigned reaction turns that are based on a random number of game turns. These units are there to keep people on their toes to ensure things are kept interesting . What used to happen was you would get, for example, 85% - 90% of the AI's defending force set to 99 reaction and 10% - 15% set to a random number. Now 99 has gone missing and scenarios, for example now set NO reaction turn to 85% - 90% of your AI force which means they are going to start "patrolling aggressively" right off the bat. With generated battles it depends on the length of the game but typically the random reaction will be 50% of the game length give or take 25% either way and that will be given to roughly 80% of the AI force ( I've dug into this enough know what the problem is not get exact stats ).However, as there is no "99" any more there are WAY too many AI defender units that will just start advancing rather than defending. In scenarios you can control this by setting the reaction turns manually. In generated games where the AI is the defender you have no control.
When Andy gets back on line I can discuss how we are going to deal with this and I will keep you informed. For now I would avoid generated games where the AI is the defending unless you like the idea of attacking into a counterattack and for scenarios designed with Ver 2.0 I would check that every AI defending formation has a reaction turn ( unless you DO want them to start advancing right away) 99 will randomly react to V hex capture and 98 will lock them in their foxholes.
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