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October 2nd, 2005, 09:56 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Side-effect of reaction turn 98
The number of turns in the game will affect the reaction numbers. It's easy to check. Build a game as you would normally then save it after playing a couple of turns. Load the save and set it to both sides Human. When the P2 defender starts up go to the HQ menu and you will see all the reaction turns in light blue. I'm looking at a 30 turn game on a 160x130 map and the reaction turns of the defenders is 15-4-14-20-17-20-24-12-15-16-17-13-16-18
I'll check into campaings later today
Don
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October 2nd, 2005, 01:22 PM
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Corporal
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Re: Side-effect of reaction turn 98 *DELETED*
Post deleted by Beeg
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"The beatings will continue until morale improves!"
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October 2nd, 2005, 03:49 PM
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Colonel
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Re: Side-effect of reaction turn 98
I did some more testing on the AI delay/defend mechanism and judging from the results (data of several generated battles) I concluded that in version 1.0 approximately the 60% of units had assigned as reaction turn the value 99, while in version 2.0 none unit had assigned as reaction turn the value 99.
More precisely:
In the version 1.0 the 60% of AI units had assigned as reaction the turn 99 and the rest had assigned a number of turns that was around the 50% of game length
In version 2.0 all the units got a reaction turn around (+/-10%) the 50% of game length (their gravity center was around 50% of game length), and NONE unit had assigned the reaction value of 99.
Now, if you generate a battle with 5-6 turns in version 2.0 and you examine the after-battle "view map" you get the wrong impression that everyone is on the move from beginning... while on the other hand if you generate the same battle on version 1.0 you get the feeling that almost everyone is holding ground.
cheers,
Pyros
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October 2nd, 2005, 04:47 PM
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Shrapnel Fanatic
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Re: Side-effect of reaction turn 98
It's on the to-do list.
Don
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October 4th, 2005, 09:30 PM
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Corporal
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Re: Side-effect of reaction turn 98
I cant follow all the ins and outs and implications, so whats the final story?  Is it a problem when playing Quick Battles or only Campaigns or both?
Thanx!
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October 5th, 2005, 01:14 AM
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Second Lieutenant
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Re: Side-effect of reaction turn 98
A lot of writing, questions and answers. What I've come up with out of all this is that the AI side, in a delay or defend scenario will observe reaction turns with the following exception.
If the reaction turn is 98, they won't move at all, no matter what.
If set to 99, the units will move on the reaction turn given them, or if an objective hex is taken by the human player.
Reaction turns and waypoints are important tools in scenario design and in version 1.2 worked pretty good for me. Entebbe, for example, all depends on timing and the units seem to do the right thing, both in waypoints and reaction turns. I hope the same is true with 2.0
Am I correct?
WB
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Wild Bill Wilder
Independent Game Consultant
Scenario Designer
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October 5th, 2005, 09:17 AM
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Major
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Re: Side-effect of reaction turn 98
I think the confusion started when people started noticing that units when purchased in the editor did NOT get assigned the reaction 99 automatically. Something we all because accustomed to. Since the addition of the reaction 98, as a designer you now HAVE to manually assign reaction time to ALL units during the creation process.
In auto-generated battles, the AI assigns reaction times automatically and they seem to be adjusted based on overall game turns. The problem may be in shorter games where even during delay/defend battles the AI seems to have units jump the gun and displace too early. In delay/defend battles the AI should probably be more hesitant to move units into counterattack mode.
IIRC this issue is being looked into to see exactly whats going on.
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