Resisti
Posts: 1351
Joined: 1/22/2001 From: Livorno, Italy Status: offline
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quote:
ORIGINAL: Sturmpionier quote:
1. Yes, these units are still artillery class units and the AI would just use (reassign) them as any normal artillery. Thus "Not for AI". That's too bad. I was hoping for something for a scen like in Market-Garden where the human has X amount of time to cross a bridge before it blows. Hi Sturm. Harry will be able to confirm/deny this, better than me, but I do still envision a way to make the AI blow up a bridge at a given turn, in a designed scenario. You must buy a “target” unit for human player, and a “bridge demolition charge” for AI. Make the “target” appear, at the desired turn, in the hex where the to-be-blown bridge is located, using a reinforcement hex(you can do it using Chandla’s WawEd, too, if you don’t want to “spend” a reinf.hex for this, but it’s a bit more complicated), and in the same turn, make the “bridge DC” unit appear next to the “target” one. The “bridge DC” should attack the “target” and makes the bridge blow up, too, at the same time. The real draw back is that the “bridge DC” unit must be the only one with a Line of Sight to the “unit” one; differently, it could happen that another AI’s unit fires at “target” and kill it, before the “bridge DC” one is able to make its job..
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Federico "Resisti" Doveri
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