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September 29th, 2005, 11:43 AM
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Colonel
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Join Date: Mar 2005
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Re: New version issue - defenders attacking
BEEG,
Although, I am not sure if this was intended (manual setting of 99), I will try to help you with the new settings:
Set your mission to delay or defend and then manually set the REACTION TURN for all AI units.
All of your units will respect the "REACTION TURN" rules (related with the VP flags) while the REACTION 98 will lock them.
cheers,
Pyros
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September 29th, 2005, 12:07 PM
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Corporal
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Join Date: Jul 2005
Location: W. Mass.
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Re: New version issue - defenders attacking
Pyros,
Thanks for the info. I've used the 'reaction turn 98' function and it works well. My concern is that in the pre-patch version when you created a defend scenario, the game automatically set all units to reaction 99. Then you could tweak individual units to react at different turns. Now when I create a defend scenario, all the defenders reaction turns are blank and they advance turn 1. Each formation reaction turn needs to be set manually. For large scenarios this is a chore.
Beeg
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"The beatings will continue until morale improves!"
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September 29th, 2005, 03:28 PM
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Colonel
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Re: New version issue - defenders attacking
Beeg,
Unfortunately, I think that this was not intended.
After I ran a short test assault/defend scenario against the AI, I noticed that the AI has left all fortified positions and moved towards me.
This is certainly something that needs FIX as soon as possible, since the AI won't behave normally in any delay/defend battle.
cheers,
Pyros
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September 29th, 2005, 03:36 PM
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Corporal
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Join Date: Jul 2005
Location: W. Mass.
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Re: New version issue - defenders attacking
Pyros,
Thanks again for your help. You guys are wonderful. Your prompt attention to this matter is greatly appreciated
Beeg
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"The beatings will continue until morale improves!"
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September 29th, 2005, 03:36 PM
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Colonel
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Side-effect of reaction turn 98
Sadly, it seems there is a problem in the new EXE 2.0.
This was caused by the modification of the reaction turn with the addition of REACTION TURN 98. This has somehow, altered (erased) the setting of REACTION TURN 99 as default on every unit in delay/defend scenarios.
As a result, the AI won't behave normally in delay/defend scenarios/campaigns.
cheers,
Pyros
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September 29th, 2005, 04:06 PM
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Corporal
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Join Date: Jul 2005
Location: W. Mass.
Posts: 129
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Re: Side-effect of reaction turn 98
I'd like to add that this problem does not affect pre-patch scenarios. It only occurs when new units are bought using ver.2
Beeg
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"The beatings will continue until morale improves!"
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September 29th, 2005, 04:14 PM
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Major
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Join Date: Jun 2005
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Re: Side-effect of reaction turn 98
Quote:
Beeg said:
I'd like to add that this problem does not affect pre-patch scenarios. It only occurs when new units are bought using ver.2
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Thats because 2.0 is when the Reaction 98 feature was added in. Something during that process must have affected how the AI assigns the default 99 reaction to all units.
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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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Join Date: Mar 2005
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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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