|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
 |

April 13th, 2009, 10:22 AM
|
 |
General
|
|
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
|
|
Re: Help on controlling the AI please
Right now I am a happy bunny a couple of things first 2 I am pretty sure are a no but i might have missed something.
1) Is there anyway to just delete the last waypoint not the whole string
2) Can you force vehicles to unload would be usefull if they actually dropped off passengers in cover rather than waiting till in a fire fight.
Dropping off ATGMs MANPADS at a sensible distance would be handy to going for a play.
3) Any otherway of doing this
Mech infantry platoon want APCs to follow behind troops giving covering fire only way I have found to do is buy troops & APCs seperate so buy a rifle platoon & then swap them to mech infantry. I can then plot waypoints so APCs advance at 2-3 hexes staying behind troops.
If use a normal mech platoon the first thing they do is pick everybody up because of course troops head for waypoints to
A good point for anyone intreasted if do this with IFVs with ATGMs & a giro they can still fire there ATGMs albeit with diminished accuracy I think.
|

April 13th, 2009, 11:45 AM
|
 |
General
|
|
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
|
|
Re: Help on controlling the AI please
Forget the idea of following with APCs managed to do once somehow they just pick them up only way would be to modify load capacity or have passengers onboard.
|

April 13th, 2009, 02:55 PM
|
 |
Lieutenant General
|
|
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
|
|
Re: Help on controlling the AI please
Quote:
Originally Posted by Imp
Right now I am a happy bunny a couple of things first 2 I am pretty sure are a no but i might have missed something.
1) Is there anyway to just delete the last waypoint not the whole string
2) Can you force vehicles to unload would be usefull if they actually dropped off passengers in cover rather than waiting till in a fire fight.
Dropping off ATGMs MANPADS at a sensible distance would be handy to going for a play.
|
1) Not that I'm aware of, believe me I've tried everything I could think of. You have to clear all the waypoints for the unit and start over.
2) Another thing I'd love to be able to do but can't. Best I've managed is to have the AI move vehicles to a given point then add the passengers to the game as a reinforcement. This of course has several problems A) No passenger losses if vehicles are destroyed in-route B) If the AI decides to path oddly the passengers may not appear where the vehicles are.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
|

April 13th, 2009, 06:53 PM
|
 |
General
|
|
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
|
|
Re: Help on controlling the AI please
I am not sure here at all but if you slow the APCs to a crawl i think the infantry might get out if walkings as fast.
Dont think the game was really designed for this I still get very hit & miss & having a couple of logic toggles you could place would have helped no end.
Plot path with waypoints putting logic markers where you like.
A) Load unload passengers
B) Drive at speed rather than trying to control with waypoints.
C) If enemy visible stop use path 2 etc.
Couple of global ones to handy for raids & ambushes like once enemy is seen start routines from that turn saving you trying to guess where the player will be.
This really is where the program shows its age/limitations considering lack of options AI does surprisingly well sometimes.
|

April 13th, 2009, 07:47 PM
|
 |
Major
|
|
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
|
|
Re: Help on controlling the AI please
Setting the waypoints, and getting them to work the way I want them to is, IMHO, the hardest part of scenario design. The OOB's, maps and storyline come to mind fairly easy, its getting the units to move and defend how I want them to that is the challenge, at least for me.
|

April 14th, 2009, 12:17 AM
|
 |
Sergeant
|
|
Join Date: Dec 2005
Posts: 261
Thanks: 1
Thanked 2 Times in 2 Posts
|
|
Re: Help on controlling the AI please
DD,
I've done alot of experiments with waypoints after Pyros's analysis was included in the official manual, reading some of his posts in this forum and lurking in the backround during the making of the ANZAC campaign. There are a lot of things you can do with waypoints, Pyros insisted on that and he was probably right. I need some time to gather the material and formulate it in a readable manner. I think scenario designers would find it interesting, at least and hopefully useful.
...actually I was a bit disappointed because I thought that people were not interestd on the subject any more! 
|

April 14th, 2009, 01:05 AM
|
 |
Lieutenant General
|
|
Join Date: Apr 2007
Location: Salt Lake City, UT
Posts: 2,829
Thanks: 542
Thanked 797 Times in 602 Posts
|
|
Re: Help on controlling the AI please
I've read, and reread, Pyros's analysis several times trying to get the mini campaign I'm putting together to showcase my USMC OOB revision to do what I want.
The "new" ability to use aircraft loading to split crews from vehicles mean I have to totally remake one scenario. But I'm fine with that, the lack of ability to de-crew vehicles meant I had to add vehicles as reinforcements to approximate the crews getting to them. This is FAR batter.
And the post the other day about how to make some of the AI troops defend during a meeting engagement was a godsend.
So yes, there's still interest, if quiet interest, in the subject.
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
|

April 14th, 2009, 02:35 AM
|
 |
Major
|
|
Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
|
|
Re: Help on controlling the AI please
Quote:
Originally Posted by Suhiir
And the post the other day about how to make some of the AI troops defend during a meeting engagement was a godsend.
|
Which thread was that? I must have missed that one.
Quote:
Originally Posted by Suhiir
So yes, there's still interest, if quiet interest, in the subject.
|
I have thought about creating a more indepth scenario design but there never seems to be large amount of designer interest out there, at least not for campaigns. It mostly seems to be just a handfull of people.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|