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planning AI land strike with ship/sub launched cruise missiles

 
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planning AI land strike with ship/sub launched cruise m... - 8/21/2021 3:01:02 AM   
orca

 

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I am not sure the best way to initiate ship/sub launched cruise strikes against land targets. I usually have the ships primarily on other missions (ie escorts, asw, etc).

How can I launch cruise missile strikes against land targets while being able to decide on the time of the strike, the number of missiles launched, and what specific targets to strike. I'm not sure if the best way is by changing missions, changing ROE, changing WRA, or something else including with LUA.

Does anyone have advice or scenario examples to share?

Thanks
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RE: planning AI land strike with ship/sub launched crui... - 8/21/2021 3:07:36 AM   
boogabooga

 

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Manual target allocation.

(in reply to orca)
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RE: planning AI land strike with ship/sub launched crui... - 8/21/2021 12:51:58 PM   
BDukes

 

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If I'm playing, I always use manual allocation. I usually click and drag everything and then spend a few minutes in the dialog allocating missiles. I generally try to match the damage to damage points +1 missile or +2 or +3 if highly defended.

If you're asking about AI. If it's a known definite target, a delayed strike mission with my own allocations. The baked-in allocation logic isn't bad, but part of the fun for me is making those decisions. If it is an unknown, I use Lua and the mission editor to generate decisions based on If statements (If if this happens, then assign to this mission..etc..etc.) This is not perfect and will be a perpetual work in progress, but it is a step better than baseline.

As an aside, I have my own little campaign going and use matrixes and weighted oracles to make certain decisions (sometimes my own!) above tactical. Outside multiplayer or advanced AI, this is as good as it's gonna get on the civ side.

Mike



< Message edited by BDukes -- 8/21/2021 12:53:44 PM >


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RE: planning AI land strike with ship/sub launched crui... - 8/21/2021 1:35:38 PM   
thewood1

 

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Probably the most elaborate I have gotten with the AI side is a large number of missions with events, and sometimes a little lua, activating and deactivating missions based on detection levels and unit classes. It works reasonably well. If you want it a little tighter and have the skills, lua can make it happen also, and less loopholes for the enemy to slip through.

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RE: planning AI land strike with ship/sub launched crui... - 8/21/2021 2:54:55 PM   
orca

 

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Thanks! I have not used manual target allocation in LUA for AI before and think that’s exactly what I was looking for. I’ve also used the other methods mention.

(in reply to thewood1)
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RE: planning AI land strike with ship/sub launched crui... - 8/21/2021 3:39:31 PM   
thewood1

 

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You probably know this already...even if you use lua, try to use it within the mission framework. If you are super-skilled in lua, it probably makes little difference. Using missions as the framework and using lua to construct, deconstruct, and alter target lists is easier for me.

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You are like puss filled boil on nice of ass of bikini model. You are nasty to everybody but then try to sweeten things up with a nice post somewhere else. That's nice but you're still a boil on a beautiful thing! - BDukes

(in reply to orca)
Post #: 6
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