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  #1  
Old July 22nd, 2005, 03:09 PM

dita dita is offline
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Default AI \"reaction\" question

Hope I understand this right. I`ve set a scenario up, the with a turn length of 20. I don`t want two 12.7mm HMG to move, wanting them stay put. So I set the reaction to turn 21, assuming they wont "react" and move.

Upon ending the scenario, and viewing the map, I see that the units have moved? Am I understanding the "reaction" button correctly?

I assume to get the same effect I could used the "D" key and say 0 movement?

Thanks for any help
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Old July 22nd, 2005, 03:23 PM
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Default Re: AI \"reaction\" question

You could use the "D" key to keep them from moving BUT you should be able to use "Reaction" to get a similar effect. I am having the same type problems in some of my scenarios.

I am wondering if we need to make sure that the "Reaction" turn is less than the # of turns in the scenario?
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Old July 22nd, 2005, 03:25 PM
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Default Re: AI \"reaction\" question

Hi Paul,

Setting the reaction range to a certain turn is not always respected by the AI controlled units.
It seems that some units are more eager (than others) to join the fight... LOL

cheers,
Pyros
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Old July 22nd, 2005, 03:28 PM
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Default Re: AI \"reaction\" question

These "held" units moving on their own may also be triggered by nearby combat. Too close for comfort so to speak and thus are drawn into the fight?
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Old July 22nd, 2005, 04:13 PM

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Default Re: AI \"reaction\" question

I thought that close combat may draw the units into the fight. I`d set them up (or so I thought) well back on the crest of a hill, so they would lay down suppressing fire (or so the thinking goes!)

Perhaps the temptation got too great for them
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Old July 22nd, 2005, 04:22 PM
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Default Re: AI \"reaction\" question

Where they in a formation on their own? Maybe they just tried to help their buddies which had advances much more ?
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Old July 22nd, 2005, 04:28 PM

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Default Re: AI \"reaction\" question

They were in a formation of a HMG platoon. Consisting of 2 HMG squads and one truck ("P" platoon). They were commanded by their company commander (K0) I hadn`t set any reaction for the company comander or other formations in the company, just to this platoon only.
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Old July 22nd, 2005, 08:32 PM
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Default Re: AI \"reaction\" question

Hi Everybody,
I was thinking it might be a better idea to just use reinforcements more,especially when you want something to hold for a long time.

I had some problems with the reaction button to,I had sappers set to react near end of game so they could surprize the enemy as they attempted to take the victory hexes,yet they were on the move shortly after the game started. So in that case if I had just made them reinforcements at the proper time they would have been were they were supposed to be.
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Old July 24th, 2005, 04:21 PM
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Default Re: AI \"reaction\" question

Quote:
dita said:
So I set the reaction to turn 21, assuming they wont "react" and move.
Dita,

reaction turn works, but it's somewhat tricky to get it right. Not knowing your scenario my guess would be that it's a meeting engagement and that is probably why reaction turn doesn't work for you.

Made a short (see attachement), fast play scenario to illustrate what I mean. Indian troops in Kashmir are sent on a sweep a village suspected of harbouring separatist weapons.

In this scenario the AI controled separatist forces (Red OOB)have a delay mission and thus most of their forces will stay put in their assigned positions BUT through use of reaction turn and one more meassure when purchasing units for the AI side, some of the separatists will try to put in a weak flank attack as well as leave the village in a death or glory run with a small civilian car.

No units have movement set to 0.

I'll explain how it's done if you're interested.
Attached Files
File Type: zip 369220-village_sweep.zip (54.6 KB, 184 views)
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Old July 24th, 2005, 05:34 PM
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Default Re: AI \"reaction\" question

Quote:
wulfir said:
No units have movement set to 0.

I'll explain how it's done if you're interested.
I'd be interested!
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