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  #1  
Old June 14th, 2012, 12:25 PM
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Default Re: WinSP Scenario Design Clinic

Lets say I have a scenario where player is assaulting another side. Enemy receives reinforcements later, but they remain in their positions instead of rushing forward to help the defenders. How to make them move?
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Old June 14th, 2012, 10:52 PM
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Default Re: WinSP Scenario Design Clinic

Lower the reaction turn
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Old June 14th, 2012, 11:13 PM
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Default Re: WinSP Scenario Design Clinic

As well a giving them a small reaction turn - also try giving the platoon HQ a path to follow that takes them into where you think contact will occur.

If you want a general advance of the defending AI - then you can use neutral or attacker-held Victory hex(es) out in attacker land. See the tutorial scenario, as that is the method used to tempt the Iraqi defender into giving up his defensive positions and kamikaze charging headlong into the USA trainee there.

However, V-hexes on the attacker's side are
a) a clue to the human player that the AI will come at him (which he can then exploit) and
b) a pain to get right (setting appropriate reaction turns for all defenders, and the fact the AI will sometimes decide to step off and regain them early).
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Old June 19th, 2012, 04:17 PM

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Default Re: WinSP Scenario Design Clinic

Map making. I'm good at it. I enjoy it. I have time to do it. I would be happy to take on a map making project for someone if they are interested in design the rest of the scenario or campaign. All I require is a good reference map to work with.
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Old June 19th, 2012, 06:01 PM
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Default Re: WinSP Scenario Design Clinic

Quote:
Originally Posted by Cameronius View Post
Map making. I'm good at it. I enjoy it. I have time to do it. I would be happy to take on a map making project for someone if they are interested in design the rest of the scenario or campaign. All I require is a good reference map to work with.
Which is nothing to do with this thread - you should have begun a new one to allow for the inevitable map requests which would then drive the thread into off-topic land.

Nobody please put any such requests here - wait until the OP creates a new and appropriate thread and then we can delete this post.

This thread is only for the techniques involved in scenario design.

Andy
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Old June 21st, 2012, 09:22 AM

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Default Re: WinSP Scenario Design Clinic

Ok Sorry
Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by Cameronius View Post
Map making. I'm good at it. I enjoy it. I have time to do it. I would be happy to take on a map making project for someone if they are interested in design the rest of the scenario or campaign. All I require is a good reference map to work with.
Which is nothing to do with this thread - you should have begun a new one to allow for the inevitable map requests which would then drive the thread into off-topic land.

Nobody please put any such requests here - wait until the OP creates a new and appropriate thread and then we can delete this post.

This thread is only for the techniques involved in scenario design.

Andy
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Old July 12th, 2012, 12:48 PM
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Default Re: WinSP Scenario Design Clinic

Somehow repeating a question I had recently, about AI attacking, as this seems to be working pretty randomly for me. Need to admin I haven't yet tried the waypoints method, as I am tend to create pretty massive scenarios and unfortunately waypoints didn't work fine for me for previous ones. Trying it out with 200+ is rather not encouraging unless I am 100% I do all the stuff correctly.

Situation is as follows: this is player advance vs. AI delay. AI has units deployed already on the map that are supposed to weaken and delay the player UNTILL the reinforcements arrive. Now, my question is: when AI receives the reinforcements and STILL owns majority of the flags, new-coming units will not react and just stay on their spawn points. If most V hexes are lost, then entire army (even the one that was supposed to delay further) is rushing forward.
I am interested in forcing reinforcements to immediate attack while leaving the remaining units to delay and hold till new units will pass through them. Is this complete-able any other method than waypoints? If not, then how to correctly assign waypoints to achieve best effects and make sure this works? Would be glad for deep explanation here or link to such, if possible.
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Old July 12th, 2012, 10:06 PM
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Default Re: WinSP Scenario Design Clinic

Okay been a while but set the reaction time from the HQ screen
For those you want to remain in place set it high for those you want to attack set it to zero or the turn you want them to move. Note if I remember correctly scouts tend to ignore it so set scouts including scout vehicles as reinforcements entering when you want them to start moving.
Dont think it works for helos either though you can slow them down to some extent using waypoints. Read the help forget think move through a max of 3 waypoints a turn & they will go off & do there own thing once they engage.
If you have not already bought the forces says you shouldnt but if you buy & deploy all holding forces with battle set as delay. Make all adjustments range reaction time etc & only then switch the battle to engagement. Now deploy the other units they will have a reaction time of zero saving you adjusting all of them individually. You can now set them as reinforcements or deploy them & set the reaction time for when you want them to adavnce. Note this way they will NOT got entrenchments
in a defend battle.
Do set some arty as reinforcements timed to arrive with your attacking force.
Important save often if using waypoints & its best to finnish all purhases & deployment before plotting waypoints if you use them, occasionally they can get mucked up if you dont do this.
Suggest try a test deploy switching from delay to meeting with a few units to see how it works first
Hope this helps perhaps someone who has dabled more recently can chip in.
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