v7.1 inf recon and exit hexes (Full Version)

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richmonder -> v7.1 inf recon and exit hexes (2/6/2002 11:51:00 AM)

Noticed that Inf Recon is really lame for advancing as the AI. Even with objectives and set to advance they move on out to the rear. What gives? Also, wondering if the AI really uses Exit hexes? Anyone had any success with this? I sure can't get it to work. side point - the 'q' button no longer works to halt the computer AI so you can interrupt a game that is set to double AI.




Redleg -> (2/6/2002 1:37:00 PM)

It is a bit tricky to get the AI to reliably use exit hexes but it can be done. In Watchtower there is an instance of it I know of. I recently used this in one of the Black Brigade scenarios. Basically, you must place them in such a way that the AI *must* use them. Block off alternative courses that it can take with boulders, cliffs, deep water and such. Put a nuetral v-hex behind the exit hex. When the AI seeks the nuetral hex, it cannot deviate because of the blocks you have put up. Then it will stop on the exit hex. As I said, tricky but it does work. Undoubtedly, there are others who have found different ways to do this. With AI recon, I normally don't use them for the AI but when I do, I change the speed to 1 or 2 so the don't rush to an early death. ;-) They do make pretty good AI spies when speed is set to 0 and they are on a vantage point. Set range to 1.




richmonder -> (2/6/2002 9:03:00 PM)

Thanks, Redleg. Question: is it possible to use more than one type of VH hex with the exit hexes? for example, I'd like to use the exit hexes, the invisible, valueless VH hexes that the AI 'wants', and the standard points-at-end-of-battle hexes. Or is this too much for the AI? The manual states you can use a handful of different VH types, but I wonder if the AI is just too limited to work with Exit hexes and any other type of VH hexes? [ February 07, 2002: Message edited by: richmonder ]





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