janh
Posts: 1216
Joined: 6/12/2007 Status: offline
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Sure they were spawned at Victory Point? Sounds weird. Have a look at the Task Force names of these TFs, it will tell you the exact number of the script within your scenario (which are you playing?) that triggered the TF creation. Then you can see in the editor to which overarching task it belongs to, and which offensive and defensive bases were assigned. If Victory point is among the latter, you could remove it and hope it won't recur. The hardcoded AI, aside from the scripting functions (won't call that AI, although Andy did try to generate some "intelligent" logic there by smart use of triggering scripts with falling bases, such as stepwise withdrawals of the MLR from Rabaul to Numea, or Fidji, or Pago Pago), is actually quite good, but the scripting language that controls most of the TF creation sometimes causes this one: There is just too like checked by the scripts before acting, and too little to really script in a detailed and smart way. Imagine what headaches Andy could have given us if that language would have been more powerful, like the one in ARMA2 which meanwhile even allows to override hardcoded functionality. They kind of outsourced a lot of AI scripting to nerds and modders with that, but I imagine that the typical G&G titles would benefit a lot from the potential to really modify AI in a detailed way. There are a few points where I would wish the hardcoded AI to be refined, though, like allowing it to see thru FOW with some probability and check LBA in its path or at its target. Sometimes it is just quite suicidal and sends transport or amphib TFs on without sufficient LBA, CV or AAA cover, despite having been bloodied in the same vicinity already just a few turns before... I think AI would give a better account if it cheated the standards of a human player in that regard...?
< Message edited by janh -- 10/28/2011 11:04:17 PM >
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