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July 23rd, 2005, 02:17 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: AI \"reaction\" question
"Reaction turn" has two uses. One you control, one you don't
In a sceanrio ,an AI formation with, for example 5 as its "reaction turn", is free to move as it sees fit when it reaches turn 5, UNLESS an objective is taken by the human player which triggers a counter-attack. That's the part you don't currently have full control over
Counter attack is based on the ratio of V-hexes NOT in the AI's hands
1] if 50% of the objectives are enemy held/neutral, there is a 5% chance EVERYONE (including react 99) units will charge
2] if between 75% and 90% of the objectives are enemy held/neutral (but not 100% ) - there is a 25% chance to counterattack with EVERYONE
3]if >=90% of the objectives are enemy held/neutral, the AI will attack with about 45-50% of the formations per turn
It's done this way TO BE unpredictable. There is no way for a player to know if tripping a V hex will set off a chain reaction and every game will be different in that regard. We have gone to GREAT lengths to ensure the game is NOT predictable. It's also why we don't like explaining these things becasue now people know the odds they are facing whereas in the past it was all a big mystery ( which was the intention....)
However, This is why you had trouble holding unit in place or predicting when it would move even though you had it set to react on "turn 99".
What we are looking at is adding a special reaction turn number that will force formations set to that number to ingore counter attack orders in scenarios.
Don
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July 23rd, 2005, 02:34 PM
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Captain
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Join Date: Sep 2002
Location: United States
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Re: AI \"reaction\" question
Thanks Don,
That clears quite abit up. I understand that you want the play experience to be unpredictable,but the editing shouldnt be.  Haveing the ability to absolutely hold a unit or units would be a good addition.
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July 23rd, 2005, 03:34 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: AI \"reaction\" question
From the AI's POV it makes perfect sense to control the V hexes. That's it's "Prime directive" when the order goes out to counter attack that's what it expects it's troops to do....CA and regain the lost V hexes. The alternative is to sit there and loose the game. However, it cannot know that leaving prepared postions to retake a V hex isn't a great idea if the scenario designer has set up the game to allow certain V hexes to be taken by the human player right away and that trips rule number 1 5% of the time and the scenario designer is confused as to why his troops stay in place most of the time but sometimes go berserker.
We are looking at adding a change to the patch that will allow formation and/or units to ignore the CA order. There are a number of options we are exploring
Don
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July 23rd, 2005, 03:45 PM
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Captain
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Location: United States
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Re: AI \"reaction\" question
Sounds good.
When I was playtesting the scenerio I had made where the units moved to soon I had set all the victory hexes to nuetral,in retrospect I should have made them owned by the AI. That way it would not have reacted.
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July 24th, 2005, 09:18 AM
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Corporal
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Join Date: Jun 2005
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Re: AI \"reaction\" question
Thanks for the rpley Don.
Giving the option to the player to change the "holding" of AI units would be great. Though I do fully appreciate keeping these percentages and inner workings "under your hat"
In my scenario, it was a defence, with all the V hexes controlled by the Human, thus, I assume, the AI was reacting to item 3 in your list.
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July 24th, 2005, 05:39 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: AI \"reaction\" question
Quote:
dita said:
Thanks for the rpley Don.
Giving the option to the player to change the "holding" of AI units would be great. Though I do fully appreciate keeping these percentages and inner workings "under your hat"
In my scenario, it was a defence, with all the V hexes controlled by the Human, thus, I assume, the AI was reacting to item 3 in your list.
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So you did not take note of the big box in the scenario editor section of the manual with the title PLEASE NOTE then?, in particular the sentence begining "In a delay or defence scenario.."
Cheers
Andy
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July 24th, 2005, 06:41 PM
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Corporal
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Join Date: Jun 2005
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Re: AI \"reaction\" question
Quote:
Mobhack said:
Quote:
dita said:
Thanks for the rpley Don.
Giving the option to the player to change the "holding" of AI units would be great. Though I do fully appreciate keeping these percentages and inner workings "under your hat"
In my scenario, it was a defence, with all the V hexes controlled by the Human, thus, I assume, the AI was reacting to item 3 in your list.
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So you did not take note of the big box in the scenario editor section of the manual with the title PLEASE NOTE then?, in particular the sentence begining "In a delay or defence scenario.." 
Cheers
Andy
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 Just to clarify. The scenario is a Human Defend against an AI assault. All the Victory hexes are placed (including the ones set to 0 value not used, located under used ones) and are set to the nationality of the defending side, in this case human UK. From "big box in the manual 
"...In a delay or defence scenario, you should ensure that all the victory hexes are set to the delay or defend player's nationality. ...", which I have done. I assume that as all the V hexes are controlled, the AI will go to point 3 on the list, that is "..3]if >=90% of the objectives are enemy held/neutral, the AI will attack with about 45-50% of the formations per turn"
Hope I`m not getting totally confused now...or confusing anyone else for that matter???
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