Tomcat84 -> RE: Kola Peninsula 1953 (10/12/2013 12:18:25 PM)
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quote:
ORIGINAL: Fishbed I see AI fighters keep on being launched in the combat piecemeal, one per one, like in any Harpoon iteration. Is that completely hard coded, or are there ways (using the editor?) to make the AI player set up stronger fighter/strike groups? It depends. If you assign 12 jets to a patrol with the 1/3d rule, 4 will go airborne, as they get shot, piecemeal new ones will be launched to try and maintain the 4 jets (although i havent actually tested if it will try to retain the original 1/3rd, or as jets are shotdown it will keep diving 1/3rd for the new total (aka, 6 shotdown, remaining 6 try to be up just one pair at a time or still try for 4) But, you can also setup 12 jets for a patrol mission without 1/3rd rule, set the mission to inactive, and have them be activated by a trigger of a certain side's planes (you can specificy any plane, or a type (like fighter or bomber) or a specific unit) entering a certain area and then they will all go at once. Of cours a limitation is how fast they can takeoff from their base. For strikers you can make a mission, see all assigned planes go to takeoff status, then set mission to inactive, wait until everyone has taken off while the first ones just loiter, then reactivate the mission so they all go at once (rather than semi-piecemeal if you leave the mission active the whole time)
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