Nico165b165 -> RE: Tryning to understand the AI / The tutorial's case (3/28/2018 10:22:09 PM)
|
Allied IA This one will be longer. Id 7 (I'm starting here because Id 1-6 looks to me like particular cases and not actually triggered in this scenario... More about them later): Southforce has order "hold" for the whole scenario. Not sure why. They're not adjacent to any enemy unit. Id 8 to 12: those orders script what Pilgrim force will do. Attack a first hex. Once it's taken, attack a second one. Then a third. Etc. And the last one is Bardia. To get that result every order has the next one as "next id". This means order 9 starts once order 8 is complete (= first hex taken). Then repeat the idea. This feels very heavily scripted, no initiative at all for the tactical IA. It ensures a very predictable outcome. Something interesting to test would be giving Pilgrim force only one objective - like Bardia - and see how the tactical IA finds its way. Id 13: the same for the 1st Tank Bde, but they have only one objective, in the frontline, on Pilgrim's right flank. Id 42: why Id 42 now ? Because that order also sets an attack objective for the 1st Tank Bde, but a different one. Trig turn is set to 0, I guess it means "always available". Priority is the same as Id 13. Id 13 is triggered first because its Id is lower. I think once order 13 is complete, 1st tank will go onto order 42. But really not sure about that one. Need to test. Id 14 to 16: same as Pilgrim, now for 3rd SA Bde. A first hex to attack, then a second, then a third. Id 17 and 18: Pilgrim force has move+ and combat+ supply for the whole scenario. Make sense as the main assault force, they need to fight and enter ZOC as best as they can. Id 19 to 23: naval assets missions. Every naval asset gets an hex to attack. It starts on turn 1 and ends on turn 2. Not sure what the naval units do afterwards ? Nothing, or auto select targets like artillery unit ? More testing needed. Id 23 to 28: air assets missions. Every air assets gets a target to recon, an hex to attack or an organisation (HQ + subunits) to support. No interdiction or counter air mission here, likely because there are no Axis air assets and Axis units dont need to move. Different durations here, from 1 to 6 turns. Support missions starts on turn 2. Same question as the naval assets, what happens once the order is over ? Id 29 to 31: ground assets missions. Recce and 2 support missions starting from turn 2 for 4 to 6 turns. Also need to test what happens afterwards. Id 32 to 35: 3rd SA Bde and 1st Tank Bde also have move+ and combat+ for the whole scenario. Id 36 to 40: naval assets now receive a second batch of attack orders. This time, every one of them is asked to attack Bardia for 2 turns, starting on turn 3. So here's the complete naval plan: attack various hexes around Bardia or in the frontline on turns 1 and 2, then all guns blazing on Bardia on turns 3 and 4. Then what ? No more instructions. Id 41: the last ground asset, 8th army main effort. Attributed to Pilgrim force starting on turn 2 and until the end. Id 1 to 6: those are supposed to be successive attack orders for Northforce and Kingforce, like Pilgrim / 3rd SA / 1st Tank have. Problem is, they all have the trig test REF_SCRIPT_ONLY and no other script is set to activate them as "next id". My understanding is that those orders will never trigger -> the AI wont do anything with Kingforce / Northforce. Mistake or leftover ? And that's it for the Allied AI. much more active than the Axis AI but with a very precise plan. More Monty style than Rommel !
|
|
|
|