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September 29th, 2005, 04:24 PM
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Private
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Re: Side-effect of reaction turn 98
does this also effect generated battles?
thanks
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September 29th, 2005, 04:47 PM
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Colonel
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Re: Side-effect of reaction turn 98
Yes nosrac,
This should create problems with every delay/defend generated battle/campaign, in which the deployment is set to AI.
cheers,
Pyros
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September 29th, 2005, 05:56 PM
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Second Lieutenant
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??
Should we set them to 98 or 99 ?
Artur.
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"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
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September 29th, 2005, 06:28 PM
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Colonel
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Re: ??
Hi Artur,
This only works if you set the battle for AI delay/defend.
If you set the AI defenders to REACTION 98 then these formations will stand ground during the whole duration of the battle (whatever the percentage of occupied VP locations).
If you set the AI defenders to REACTION 99 then these formations will behave according to the "REACTION rules"
This is what Don has post in another thread:
Quote:
"Reaction turn" has two uses. One you control, one you don't
In a scenario ,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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September 29th, 2005, 06:31 PM
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Second Lieutenant
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Re: ??
Thanks.
Artur.
__________________
"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
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September 29th, 2005, 06:46 PM
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Corporal
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Re: ??
Any suggestion on how to best set up generated scenarios till a change is made? I play these quite a lot with the AI set to delay or defend for practice.
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September 29th, 2005, 06:56 PM
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Corporal
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Re: ??
Use the copy of WinSPMBT you backed up before adding the patch. They can then be "transferred" by copying the 'saved game' file to the new version.
Assuming you backed up your 'old' version 
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"Ki te mutunga" - "Through to the end".
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October 1st, 2005, 11:07 PM
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Shrapnel Fanatic
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Re: Side-effect of reaction turn 98
Quote:
Pyros said:
Yes nosrac,
This should create problems with every delay/defend generated battle/campaign, in which the deployment is set to AI.
cheers,
Pyros
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?????? Really? I just tested this three times with the AI defending a generated battle and nobody leaped out of their foxholes from the AI defenders side right away. There IS coding that will send defenders off to counter attack but from what I've seen so far with generated battles from the AI side they are not advacing on the first turn. The last test was a French assault vs Russian defend in a 43 turn game and I see the Russian reaction turns have been set ( this occurs after the game starts ) to 23, 19, 21 and 21 turns and it was turn 5 when I checked that and the first French units were just making contact with the lead Russian defenders and ALL Russian defenders are in their original foxholes
Scenarios are a different issue. I am unable to contact Andy at this time as he is in the middle of moving but I think the reaction 98/99 issue was intended to be set maually by the scenario designer. Yes, it's a pain....that's the cost of the added control
Don
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October 2nd, 2005, 02:03 AM
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Private
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Re: Side-effect of reaction turn 98
The generated battles work. Everything else doesn't (including generated campaigns).
Hope that is a helpful clue so that it gets fixed soon, seeing as how the game is broken for my purposes (generated campaigns).
Generated battles are very good sometimes, though, so not all is lost until a fix. And human battles are still fine I assume.
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October 2nd, 2005, 09:11 AM
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Re: Side-effect of reaction turn 98
Quote:
DRG said:
?????? Really? I just tested this three times with the AI defending a generated battle and nobody leaped out of their foxholes from the AI defenders side right away. There IS coding that will send defenders off to counter attack but from what I've seen so far with generated battles from the AI side they are not advacing on the first turn. The last test was a French assault vs Russian defend in a 43 turn game and I see the Russian reaction turns have been set ( this occurs after the game starts ) to 23, 19, 21 and 21 turns and it was turn 5 when I checked that and the first French units were just making contact with the lead Russian defenders and ALL Russian defenders are in their original foxholes
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Well, I just did a very quick test battle, Israeli assault on Egyptian defense on a 20x20 map. I just bought some snipers to observe. At turn five, I saw the first enemy squad coming out of its foxholes. At turn seven or eight it looked like a full scale counter-attack. Could the size of the map affect this? The number of points? Anything?
I ask because I often like to play small reinforced company size campaigns, or battles, and this could prove annoying for most assaults.
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