Reaction status - AI Artillery (Full Version)

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generalrichmond -> Reaction status - AI Artillery (11/25/2001 10:58:00 PM)

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?




Warrior -> (11/25/2001 11:01:00 PM)

You can set them as reinforcements, to activate on a certain turn.




generalrichmond -> (11/25/2001 11:02:00 PM)

Excellent. I hadn't even *thought* of the reinforcement issue. THANKS!




RockinHarry -> (11/26/2001 2:15:00 AM)

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 ]





Redleg -> (11/26/2001 4:07:00 AM)

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.




generalrichmond -> (11/26/2001 4:14:00 AM)

Deleting the radio - that is schweeet! Glad I thought of it. :-) Seriously, thanks!




generalrichmond -> (11/26/2001 7:39:00 PM)

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?




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

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 -> (11/28/2001 4:49:00 AM)

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




generalrichmond -> (11/28/2001 5:59:00 AM)

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.




Redleg -> (11/28/2001 8:03:00 AM)

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.




RockinHarry -> (11/29/2001 8:37:00 PM)

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




skukko -> (11/30/2001 9:15:00 PM)

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




generalrichmond -> (12/1/2001 5:55:00 AM)

As well as defend/advance stance (must be adjusted before saving).




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