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Old May 1st, 2012, 11:06 AM
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DRG DRG is offline
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It is a waste of time DISCUSSING this without SEEING the scenario so post it and then it will be much simpler to see what's going on then try to guess what you are forgetting to tell us.

I have no doubt what we don't know will be significant because, as others have already said, this is unusual behavior and if it was normal more than you would report it.

My guess is you have a high cost VH off map but without actually seeing the damn thing we are all just spewing hot air but inexperienced scenario / map designer + weird results usually = serious scenario design flaws ( but it's SO much easier to immediately blame the AI....)

What we want to see is the FIRST scenario you were complaining about.

Don

Last edited by DRG; May 1st, 2012 at 11:23 AM..
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Old May 1st, 2012, 12:09 PM
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Default Re: Computer player - attacks/counterattacks. How it works ?

As Don says - we would need to see your original scenario.

but -
- ensure that all victory hexes have a value of 50+ and are on the map
- ensure that you have set up reaction turns for all AI HQs too.

Your other statement about ignoring the hexes and charging past in an advancing situation - is now normal AI behaviour. The AI can and will decide to "go deep" in Camo games, ignoring any V hexes it considers too far away to deviate for, for now.

Very fast armies - like the USSR tanks and APC mix - can therefore camp out a force on your baseline for a wee while, looking for nearby troops to bash, e.g. your arty park, if you left a clear path to the rear zone. Then this pack will eventually go for the objectives from that area, which can result in a "rear assault". It's happened to me with a thundering great herd of T-62 and BMP unexpectedly arriving right up my derrière ... And, no, I had no scouts out watching that road along the top of the map into to my rear area.

Do not expect the troops to simply make a straight line for any victory hexes laid out. In the early game, they will tend to avoid those too far away and proceed with advancing into enemy territory initially. Also, tanks may wait a turn or 2 before advancing at all, letting the light troops go first (light tanks, mech inf, recce).

Our AI does not do the "tin lemming charge" act of the original SSI code .

Cheers
Andy
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Old May 1st, 2012, 04:47 PM
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Default Re: Computer player - attacks/counterattacks. How it works ?

Here this scenario.

It is very interesting question - AI and its tactics.)
Now I strongly busy, but I will return to tests and to discussion.
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File Type: zip Operation_Protea_-Ongiva_-_spscn280.zip (63.5 KB, 191 views)
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