Inuil
Posts: 52
Joined: 2/28/2001 From: Alicante. España. Status: offline
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Hi Spenser. I will try to explain with my limited english all I do to play campaings in PBEM. - We normally (never) increase our core force, to avoid problems in the future (bail out crews for example, and unbalanced escenarios) we only increasing with the campaing editor the rebuilt points (never the reinforcement for the same case of core forces) normaly a 33% more or you decide by the precedent scen was an assault or... but in 70% of nodes normally 33%. this is the only thing we change in the sistem... the other ways are human rules for our opponent. And normally to do the game more hard... a real combat! - First rule and probably the most important... the human AI never move a unit until arrive the turn it was programed to do it. (many units are in map at start, but are sleeping until the turn are programed to start movement arrive) this is true too to airplanes and programed artillery... be carefull with this, this can unbalanced a lot the win probabilities. - the second have less weigth in game but are important too. The human AI never are free to move units in the direction he like until the original objetive flag of a formation are reached. (the movemnt AI objetive flags, not the victory points flags) then he is free to move, stand or everything he like to do with this units. Any time a formation reaches his objetive movement flag , it are at free disposal of the AI. with this rule the human AI can´t exploit from the first moment his (usually) numerical superiority, and during normally 1/3 - 1/2 game go in the original paths the designer of the scen-campaing was in mind. (I hate my bad english, sorry) For example, not is posible for human AI stop or hide for some turns units without reached his initial objetive flag. Only is admited cautiously advance in cover or a logical-minimal flanking maneuver to aproaching to his objetive (this was common sense rule) if you like to refine more the rule.... mmmmm... try with this. Not is posible to human AI take a objetive flag in the way of the 3 opposite exes the formation start. My god! this will be a papirus.... lol... - third. the human AI try to imitate the national actitudes of his nation... example... russian infantry masses... very, very concentrated artillery. In other words trying to do a national flavor to carnage.. lol this will be a little revenge for his rigid rules... there are many more... ammo depots and truck usage...what happend when the AI was in the defender side of a scen? I normally use a simple rule... anits with movement objetive flag (see rule 2 of this letter) and more important... units in static defensive position = not are free to move until are retreated from his original exe by enemy ground atack. never by artillery o airplane atack. In this case the unit try to return to his original position as soon is posible. The original pre plot artillery and air strikes can´t be changed until it done his first atack.. etc... many, many more... apply common sense. uf uf uf... and now and finally how to play it. first start the game, select the two sides like human players, buy your hamburger core force and start first turn. when you start and after suffer all sky disgraces you received from the top (artillery and planes) play and finish your turn... then the sistem ask to you to save it in a slot, select it, and save. send it to your comrade and so on... Obbiously, the sistem don´t ask about a code for any player... but remenber. the human side always will win, if not the game ends. your HQ unit never will die or the campaing ends. and this is a agreement play the unability of pasword not is a problem... you will play for fun not for win (this is more exact for the human AI , LOL). I hope you understand me and enjoy my friend.
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"Un soldado, es el hombre que se interpone entre el enemigo y su familia" "A soldier is a man between enemy and his family" Greek Words 1500bc Pascual Navarro.
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