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  #1  
Old January 14th, 2012, 11:22 PM

scJazz scJazz is offline
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Default Re: Adventures in Campaign Building by a Beginner

3) Passengers on a Transport are not hidden from the AI fire routine!

A0 can be on transport CZ99. If it can be fired at by an AI unit preferentially it will. This is not apparent normally but becomes so if all possible targets are visible to the AI with roughly similar targeting chances.
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Old January 14th, 2012, 11:57 PM

scJazz scJazz is offline
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Default Re: Adventures in Campaign Building by a Beginner

4) AI artillery routine fires at first valid target. Then it adjusts!

While it is uncertain what the initial valid target happens to be this much is certain... given above preferential treatment to anything the AI sees as the "A0" target. While designing set pre-fire targets... set those targets at least N-1 turns!

The AI will fire upon the A0 if it doesn't have anything to target, B0, C0, D0, etc are also acceptable. It will do this even in the face of 50 other units that it can see and ignoring FOs which have better artillery abilities.

If you drop pre-fire artillery around the map the AI will adjust it as possible. Preferentially, toward the A0 unit but then toward anything close enough.
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Old January 15th, 2012, 12:06 AM

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Default Re: Adventures in Campaign Building by a Beginner

5) It is hideously important that any decision to change a unit type adheres to unit class! Changing a infantry scout units weapons will not change its basic scout desire to only fire at range 1!
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Old January 15th, 2012, 12:23 AM

scJazz scJazz is offline
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Default Re: Adventures in Campaign Building by a Beginner

7) If you want your Air Strikes to hit anything be careful! We have SEAD, COIN, and normal airstrikes already which indicates preferential treatment to targets found.

Not so obvious is the attraction towards newly (destroyed/created) crews which will draw most of the airstrikes.

Equally, not obvious is this... DO NOT EVER USE Ammo units for your artillery, mortars, SAMs for AI purposes. Airstrikes zone in on them preferentially as well as new units of crews which have a formation ID of the probably same Formation ID.

Dispersal of the airstrikes is likely ineffective with recommended 5 or 6 range as suggested.

Given previous comments vis a vis clear LOS Forward Observers... doesn't seem anything will change this at all. Best results are to arrange Airstrikes 1 turn at a time without any above clutter obfuscating things (no other possible targets within 500m/10 hexes)
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Old January 15th, 2012, 01:02 AM

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Default Re: Adventures in Campaign Building by a Beginner

10) Waypoints? What waypoints?

Seriously, do not bother! Armored cars, Scouts, some helos don't even pay attention (this is the part we know). If it isn't on map on turn 0 they might still not pay attention. If Pyro is not your drinking buddy to repeat endlessly what he learned almost certain fail.

Seriously, and on this one since... it involves code and is an ancient change. Giving us 125 possible useless changes as opposed to 10 isn't actually useful! What would be nice is some system where I click'they'go! Something lacking in my desire to get Scout Helos to actually advance... to you know... Scout.

Comments about Scout class behavior etc etc etc... invalid.

If I click it should go. The end!

Also doing @#$% math to move reinforcement Turn NOT ZERO waypoints around... also #@$%in useless!
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