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Old July 24th, 2005, 04:21 PM
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wulfir wulfir is offline
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Default Re: AI \"reaction\" question

Quote:
dita said:
So I set the reaction to turn 21, assuming they wont "react" and move.
Dita,

reaction turn works, but it's somewhat tricky to get it right. Not knowing your scenario my guess would be that it's a meeting engagement and that is probably why reaction turn doesn't work for you.

Made a short (see attachement), fast play scenario to illustrate what I mean. Indian troops in Kashmir are sent on a sweep a village suspected of harbouring separatist weapons.

In this scenario the AI controled separatist forces (Red OOB)have a delay mission and thus most of their forces will stay put in their assigned positions BUT through use of reaction turn and one more meassure when purchasing units for the AI side, some of the separatists will try to put in a weak flank attack as well as leave the village in a death or glory run with a small civilian car.

No units have movement set to 0.

I'll explain how it's done if you're interested.
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Old July 24th, 2005, 05:34 PM
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Default Re: AI \"reaction\" question

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wulfir said:
No units have movement set to 0.

I'll explain how it's done if you're interested.
I'd be interested!
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Old July 24th, 2005, 05:58 PM

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Default Re: AI \"reaction\" question

Wulfir,

My scenario was a human player defend, and all the victory hexes were in the human players control, I assume that this is what effected the "reaction" and made AI the units advance. I`m sure there is some other trick up your sleeve....so of course, I`d be interested in how its done
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Old July 24th, 2005, 07:20 PM
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wulfir wulfir is offline
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Default Re: AI \"reaction\" question

Quote:
dita said:
My scenario was a human player defend, and all the victory hexes were in the human players control, I assume that this is what effected the "reaction" and made AI the units advance.
Yes, I would suspect that is the case. My method might be of limited use to you though, but it's the only way I know of making the AI sticking to reaction turn. Note also that it isn't 100% foolproof, sometimes the AI makes up it's own mind about how it wants to run things.

What I do to make some units stay in place and some advance is this:

1 - Figure out what units I want the AI to have defending. Set the mission to AI delay and purchase the units. Their reaction turn is automatically set to 99. These troops will not move unless routed or forced to make the 'take back VH flags counterattack' move that usually happens at the end of a game.

2 - Figure out what units I want the AI to move around with. Set the mission to meeting engagement and purchase the units. These units will also have their reaction turn set to 99 so I will edit them to whatever turn I want them to start moving. These troops will generally behave as if they were on an advance mission.

3 - Switch back the mission to AI delay before saving.
- CRITICALLY IMPORTANT! - if the AI mission is meeting engagement, advance or assault reaction turns will be ignored. The AI will advance forces even if starting the game in possesion of all VHs.


Btw, on AI assault missions: you can time AI artillery to land on a specific turn by shifting the artillery around in the bombard menu increasing the delay of the firemission. If the AI is assaulting it will often fire off map arty on turn 0 and depending on the map this might land in crazy areas. Or you can make AI off map assets turn 1 reinforcements (I often do this to prevent turn 0 fire).
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