Re: Scenario Design help needed
Do you have objectives set with a value of 50+ in the enemy zone - the AI navigates to objectives...
Do you have your landing troops loaded inside barges, or inside heavy (and light) amphibians? - the ambibian classes, not APCs - the AI in a beach assault only moves those to the beach. (It may also move APC etc with swim capability too, but I have not ever tried that).
Do you have the scenario set as a beach assault?. The beach AI only works on a beach... Simply placing sea hexes will not work. gBeach must be set - easiest way is to have the beach and assault set in the scenario designer, but the map tool to replace half with beach will also set gBeach.
Is the scenario set to play left->Right or Right->Left (The only directions the AI knows about!). Up/Down the map wont cut it.
Make sure the player map sides are correctly set with respect to the above.
Have you set the number of scenario turns?- one I often forget..
Do you have objectives dotted on islands, or the enemy side cut in two by a big bay or river?. The AI will likely go for the nearest objective(s) and be stranded on the individual land masses as it knows nothing about picking non-swimmers up again. (Amphibious vehicles may go to them, but usually without uplifting dropped passengers). For simplicity's sake - the defended land mass must be one zone, and all the objectives on it. NO offshore islands, sandbanks or whatever.
Make sure there are beach (open hexes) for the landings to go to and unload on - landing craft cannot enter buildings for example (or rather are extremely reluctant to crash into them!). Buildings right down to the shore, or impassable terrain wont be any help. Hovercraft need open terrain as well - they dont like woods.
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