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  #1  
Old May 20th, 2006, 02:36 AM

Charles22 Charles22 is offline
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Default Re: Points allocation during the campain

I'm glad to hear that the AI works off the core plus what you picked out of support. I was always afraid the AI working off the core -and- all the support points, whether you used them or not. Making my 3200pt core grow to more than twice it's size with those large support points is just too much, but since it's the way you say it is, then it's agood option to have that extreme an amount of support at times, because your core may be so badly broken in a particular battle that large support may be the only way.

BTW, the AI does work off the points in the field technically, does it? What I mean by that, is if my core is greatly reduced and I can't replace them, then the AI won't still work off my normal total core value, but off the sometimes lower amount actually put into the field, correct?
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  #2  
Old May 20th, 2006, 02:45 AM
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Mobhack Mobhack is offline
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Default Re: Points allocation during the campain

The damaged status should be taken into account, if you have to carry destroyed or damaged units forward.

Cheers
Andy
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Old May 20th, 2006, 06:06 AM

Charles22 Charles22 is offline
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Default Re: Points allocation during the campain

Quote:
Mobhack said:
The damaged status should be taken into account, if you have to carry destroyed or damaged units forward.

Cheers
Andy
That answer confuses me slightly. Is that your way of saying that the AI gets it's force selection from your core + support despite how horribly that core may be damaged destroyed? If I have a 3200 force normally, sure the AI works off of that plus support chosen, but if it gets the living daylights pounded out of it, to where it's down to 1000 (let's say 2000pts of it were destroyed and there were none just damaged) on the next battle, does the AI work off the original number in preferences (in my case 3200) or is it adjusted as the core becomes weaker too? Of course, later, that core will grow beyond the orginal amount quite likely. Would the AI then use the 3200 or the increased size?

Thanks.
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Old May 20th, 2006, 08:26 AM

Panzermeyer Panzermeyer is offline
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Default Re: Points allocation during the campain

It is also possible to give the AI an advantage with several other setting in preferences. Troop quality, searching, armor toughness, infantry toughness, etc. There are many many options.
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Old May 20th, 2006, 04:27 PM
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Mobhack Mobhack is offline
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Default Re: Points allocation during the campain

The points is on current core value and not on the points set in preferences. As your toys increase in experience, your core value increases, as do any additions made later. If someone with elite experience is wiped out and repolaced with a default unit, it will go down again. If the unit is currently destroyed or damaged, it is worth less points for the core value calculation than if it was A-OK.

Cheers
Andy
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Old June 3rd, 2006, 08:41 PM

groszdix groszdix is offline
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Default Re: Points allocation during the campain

serg3d and others,

One way that I use to tweak AI points as well as to handicap myself is by creating a "point keeper" unit with MOBHack that costs 999 points (or use any number you see fit). This can be increased further by upping the troop quality of the AI enemy. I put it in the off-map arty category but without weapons and add it to the end of my core.
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Old June 3rd, 2006, 09:51 PM
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Default Re: Points allocation during the campain

1) adding a lot of ammo bunkers for say your mortar or SPH forces helps build the AI size. Ammo bunkers are costly things.

2) new Added to the forthcoming exe:
INI file optional variable in the [game] section. This allows you to set a force multiplier for the AI force In campaign games only, so set it to eg 120 for 120%, 98 for 98%, or 0 or 100 (or variable not present in the INI) to leave it at 100%. Will not allow AI to buy > MAX_POINTS, naturally.

Cheers
Andy
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  #8  
Old June 4th, 2006, 02:16 AM

Charles22 Charles22 is offline
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Default Re: Points allocation during the campain

Quote:
Mobhack said:
1) adding a lot of ammo bunkers for say your mortar or SPH forces helps build the AI size. Ammo bunkers are costly things.

2) new Added to the forthcoming exe:
INI file optional variable in the [game] section. This allows you to set a force multiplier for the AI force In campaign games only, so set it to eg 120 for 120%, 98 for 98%, or 0 or 100 (or variable not present in the INI) to leave it at 100%. Will not allow AI to buy > MAX_POINTS, naturally.

Cheers
Andy
What are the normal (100%) modifiers for AI points if it is the attacker in an assault? And what about the normal level for an AI attacking advance?
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