Thread: Wishlist AI Tank delay
View Single Post
  #7  
Old March 23rd, 2011, 08:46 PM

Brian61 Brian61 is offline
Corporal
 
Join Date: Jun 2010
Posts: 157
Thanks: 32
Thanked 15 Times in 11 Posts
Brian61 is on a distinguished road
Default Re: AI Tank delay

Quote:
Originally Posted by Mobhack View Post
As a matter of interest - what sort of map depth are you using?

In other words - are you expecting the AI's grunts to walk 3+ KM (60 hexes+) to get to you.

(I find 60 hex deep maps to be about right for WW2 type combat, where the infantry is leg by default.)

Andy
The long campaign generator around the time of Stalingrad likes to ignore my settings and go to 80x80, I'm guessing that's because of the Stalingrad maps. In the autumn 1942 period I'm changing the map location to 45 (Russia) to simulate the Rzhev pocket battles (Soviet operation Mars offensive) which occurred at the same time.

So 80x80 human delay, computer advance, my setup line is 40. Not sure where exactly the computer setup line is but I'm guessing 60. So about a 1.5km walk until effective range allowing for a few hexes back from the lines.

I play with smaller (heavily reinforced company to understrength battalion) force sizes, core force point value is 2586. I buy pretty much the full allotment of support forces and have the ai strength set to 125% in config.

I'll try 60 depth to see if that makes a difference (would prefer 60 height too for my force type/size).

Thanks,
Brian
Reply With Quote