RockinHarry -> (11/28/2001 4:43:00 AM)
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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
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