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Old May 4th, 2010, 10:19 PM
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Default Re: Trouble with "asymmetrical" generated campaign

Quote:
Originally Posted by Arralen View Post
4/2012, obat44 (W.Germay) vs Mujahedeen/Mujahedeen/Afghanistan

player pts. : 65000
AI pts: 100

Bought troops for ~6.5k points
Cross-attached several units
Saved the game, quit.

Opened the save in the editor:
- deleted several superflous remnants of units (subunits where crossattached)
- set the turn number to "3"
- Noticed: the AI had bought troops for full 6.5K points as well!
=> deleted most of the AI troops

Loaded the modified savegame, played to turn 3.
Saved, exited SPMBT.

Restarted SPMBT
Set point-pref to XXXXX vs. 650.
Reloaded save.
On the refit screen, expanded the core (2 empty formations slots "I" and "J" where "refilled" - interestingly, "I" and "J" now showed up as the bought scout sec, and as the HQ sections on the following companies. During battle, everything was ok again?!)
Changed the lead units of the scouts to snipers.

At the start of the next battle, crossattached the new scout secs to the scout formation - let the snipers go on their own.

Loaded the save into the editor to find that the AI again
has bought for full 6.5k points (= "XXXXX" option) !!!

=>

The campaign generator seems to default to "XXX" option when player 2 points are set to "100" manually.
Is this a bug?

The campaign generator seems to ignore preference changes between battles?!
This is very unfortunate, because it makes setting up "asymmetrical warfare" campaigns impossible:
If I use the "XXX" setting, the "guerilla" side will get too many of their cheap inf troops.
If I use some fixed value, I don't get any difference between attack/meeting/defense.

Interestingly enough, the game
a) gives a message window what the next mission will be and
b) allows access to the preferences during refit

Now, if the changed values would be evaluated, I could e.g. dial down the AIs build pts to "500" for defend, and up to "1500" for attack missions (theirs, not mine).

Another way to do asymmetrical warfare, like some "guerilla forces" button, which would set the AI buy points to 25% or something, plus +/-50% modifier for missions, wouldn't be feasable, I guess?!

EDIT: OH MAN, SILLY ME! Wouldn't the ini option thingy work in this case?
Does it keep the mission-dependant additional modifier?!?
Must test .... INI works - but what about the mission-dependant modifiers to buy points?



I'm attaching the latest savegame, in case it's just a screw-up in the save and you can somehow fix the AI buy point thingy ...
Honestly dont know what you are trying to do with this faffing about. No bugs whatsoever - the campaign system is for fair balance of points by battle type. What your force is worth, determines what it buys. If you spent 65K points, then the enemy would try its best to do so too (though it cannot, of course since it uses a balanced buy which includes cheaper infantry etc).

If you really want to try adjusting the enemy AI force ratio in a campaign, then try modifying the AIAdjustPercent variable in the INI file.
See the Game Guide -> "Playing a Campaign" -> Special box on AIAdjustpercent, and also see the note in the "Release History" section, bullet 26 for Version 4.5.

Andy
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