Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Reaction status - AI Artillery

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Reaction status - AI Artillery Page: [1]
Login
Message << Older Topic   Newer Topic >>
Reaction status - AI Artillery - 11/25/2001 10:58:00 PM   
generalrichmond

 

Posts: 178
Joined: 10/15/2001
From: richmond, va
Status: offline
Can AI artillery batteries (offboard) be effectively set to a reactive status and thus not be activated until a certain turn, or does the AI override that and use the arty as it sees fit before the reaction turn?

_____________________________

Post #: 1
- 11/25/2001 11:01:00 PM   
Warrior


Posts: 1808
Joined: 11/2/2000
From: West Palm Beach, FL USA
Status: offline
You can set them as reinforcements, to activate on a certain turn.

_____________________________

Retreat is NOT an option.



(in reply to generalrichmond)
Post #: 2
- 11/25/2001 11:02:00 PM   
generalrichmond

 

Posts: 178
Joined: 10/15/2001
From: richmond, va
Status: offline
Excellent. I hadn't even *thought* of the reinforcement issue. THANKS!

_____________________________


(in reply to generalrichmond)
Post #: 3
- 11/26/2001 2:15:00 AM   
RockinHarry


Posts: 2963
Joined: 1/18/2001
From: Germany
Status: offline
quote:

Originally posted by Warrior:
You can set them as reinforcements, to activate on a certain turn.
No! Unfortunately not! The AI overrides the designer made reaction turn settings and starts shooting as it likes! Workaround: Pre plot the artillery on a certain turn in bombard screen (for AI) and after that delete the artillery formations radio. At the preselected turn the artillery starts shooting and then uses the artillery (if ammo left) as it likes, despite the lack of a radio!! The REINFORCEMENT turn also does NOT count for the AI. (offboard artillery!) The AI still cheats! ...or is it bug? ___________
Harry [ November 25, 2001: Message edited by: RockinHarry ]



_____________________________

RockinHarry in the web:

https://www.facebook.com/harry.zann

(in reply to generalrichmond)
Post #: 4
- 11/26/2001 4:07:00 AM   
Redleg


Posts: 1805
Joined: 5/23/2000
Status: offline
If the AI cheats with artillery, it isn't very good at it! :-) I can't see any AI cheating. It has a mighty fine memory though. ;-) I like to set AI artillery as reinforcements. AI plots targets with .4 delay so I usually guess when the rounds should impact and schedule it that way. I haven't tried deleting the radio - this is an excellent idea - I am always looking for a way to put the AI on more even footing with the human opponent. This has the potential to do a lot in that regard.

_____________________________


(in reply to generalrichmond)
Post #: 5
- 11/26/2001 4:14:00 AM   
generalrichmond

 

Posts: 178
Joined: 10/15/2001
From: richmond, va
Status: offline
Deleting the radio - that is schweeet! Glad I thought of it. :-) Seriously, thanks!

_____________________________


(in reply to generalrichmond)
Post #: 6
- 11/26/2001 7:39:00 PM   
generalrichmond

 

Posts: 178
Joined: 10/15/2001
From: richmond, va
Status: offline
Here's a variation on artillery availability for the player (as opposed to the AI). I am forming a game where the player will have naval support, but I don't want them targeting it on the first turn, but can do so later. So... I make one battery of ships and limit their ammo to 8 for each cannon. Target for turn one on what I want targeted (actually a smokescreen), then take away the radio). Set the unit for a reinforcement on turn one. That way the player doesn't get to target the guns. Then create another full battery that arrives on turn one WITH a radio and full ammo that the player can target (but won't impact until the next turn or so). Anyone see any problems with this working?

_____________________________


(in reply to generalrichmond)
Post #: 7
- 11/28/2001 4:43:00 AM   
RockinHarry


Posts: 2963
Joined: 1/18/2001
From: Germany
Status: offline
quote:

Originally posted by General Richmond:
Here's a variation on artillery availability for the player (as opposed to the AI). I am forming a game where the player will have naval support, but I don't want them targeting it on the first turn, but can do so later. So... I make one battery of ships and limit their ammo to 8 for each cannon. Target for turn one on what I want targeted (actually a smokescreen), then take away the radio). Set the unit for a reinforcement on turn one. That way the player doesn't get to target the guns. Then create another full battery that arrives on turn one WITH a radio and full ammo that the player can target (but won't impact until the next turn or so). Anyone see any problems with this working?
interesting idea, needs a try! Generally what counts for the human player, does unfortunately not count for the AI here. Reinforcement AND reaction turn for Artillery/aircraft work as intended for the human player, but not for the AI which ignores these settings. Actually Aircrafts given to the AI are completely out of control for the scenario designer. Artillery has some workarounds. (deleted radios for offmap Art. and 9-keyed crews for onmap Art.) _________
Harry

_____________________________

RockinHarry in the web:

https://www.facebook.com/harry.zann

(in reply to generalrichmond)
Post #: 8
- 11/28/2001 4:49:00 AM   
RockinHarry


Posts: 2963
Joined: 1/18/2001
From: Germany
Status: offline
quote:

Originally posted by Redleg:
I can't see any AI cheating. It has a mighty fine memory though. ;-)

Yeah..actually you´re right, but I meant that the AI still can plot with radioless offmap artillery, while the human player can´t!
Don´t know if it´s a bug or (forgotten) cheat. Scenario designers can provide much better scenarios if the AI reaction turns for (offmap) Artillery and Aircraft would stick IMHO! __________
Harry

_____________________________

RockinHarry in the web:

https://www.facebook.com/harry.zann

(in reply to generalrichmond)
Post #: 9
- 11/28/2001 5:59:00 AM   
generalrichmond

 

Posts: 178
Joined: 10/15/2001
From: richmond, va
Status: offline
Actually, I can get AI to stick to designated turns for airstrikes. The key is a lack of FO or A0 with any sighting ability. The problem I have is that oftentimes I don't get them to attack the given hex or even area and they don't obey (obey! obey! bad aircraft! down!! ) the entrance/exit designations. Well, if we keep fiddling with stuff we can find some workarounds, maybe not perfect, however.

_____________________________


(in reply to generalrichmond)
Post #: 10
- 11/28/2001 8:03:00 AM   
Redleg


Posts: 1805
Joined: 5/23/2000
Status: offline
Yes, it would be a very good thing if the AI would obey its instructions about artillery and air.... heck, I would settle if I could set AI range to fire at and have those stick. AI resets things such as immob vehicles and self-destructs all of the time.

_____________________________


(in reply to generalrichmond)
Post #: 11
- 11/29/2001 8:37:00 PM   
RockinHarry


Posts: 2963
Joined: 1/18/2001
From: Germany
Status: offline
After some thinking I came to conclusion that the disobeying AI Artillery and Aircraft are the result of the AI not using "Unit Command" routines set in preferences screen. (..same with "command control") Means..no matter it has radio or not, it always can call Art. ect.
So it´s not a bug! I think there also might be a solution for the "pre-damaged" vehicles (editing speed to less as the OOB value). Will ask ectizen about this later to maybe built some editor for various non-editable SPWAW data, like mine levels, vehicle damage ect. There must be some bytes where this damage (suspension damage, main gun damage ect.) is stored! Without these flags, damage will always be repaired over time, I think! ___________
Harry

_____________________________

RockinHarry in the web:

https://www.facebook.com/harry.zann

(in reply to generalrichmond)
Post #: 12
- 11/30/2001 9:15:00 PM   
skukko


Posts: 1928
Joined: 10/24/2000
From: Finland
Status: offline
Hello look here:: http://www.matrixgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=2&t=007582 and get back to this AI don't cheat on this issue: Reaction times and computer/human control MUST set at the very last thing before saving. And if (when ) you open scenario again you set these two things again. Again. Reset and redo reaction time and control. It works. Its NOT a bug but annoying behavior of editor. mosh

_____________________________

salute

mosh

If its not rotten, shoot again

(in reply to generalrichmond)
Post #: 13
- 12/1/2001 5:55:00 AM   
generalrichmond

 

Posts: 178
Joined: 10/15/2001
From: richmond, va
Status: offline
As well as defend/advance stance (must be adjusted before saving).

_____________________________


(in reply to generalrichmond)
Post #: 14
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Reaction status - AI Artillery Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.297