Chris21wen
Posts: 6249
Joined: 1/17/2002 From: Cottesmore, Rutland Status: offline
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quote:
ORIGINAL: Russell Osterlund Thanks for the reply. No, the air activity over Leningrad is air-drops (and the indicators and battles take place off the main map, over Leningrad). I recognize the partisan counters already, since I hunt them at the beginning of the turn . No, the units that appear and disappear have been the occasional Soviet tank division/brigade, or an anti-tank brigade, or, even, a Soviet headquarters unit - quite distinctive. Also, in the section of the map that are off-limits, one will occasionally see a lonely Soviet headquarters unit. Since I am not playing the game with "fog of war" enabled, these might be a side-effect of the game code. My question is more in the nature of wondering what the AI is doing "under the hood" - is it fixed according to a pre-set script or does it change and respond to progress in the game (which would be more realistic). Nothing that happens in the dark areas of the map will ever affect the scenario playing area or at lesat I've never seen it happen. As to why there should even be activity, I don't really know but if you look at the editor there's only one set of generic data. All of it's used for full map, while for small maps units are disabled by given an impossible delay times (250 as it happens) and no location. Cities are never disabled. All that's observable in the editor but what isn't is how the AI handles it and I think it treats everything as if it was a large map which means lots of auto stuff like fort building happens no matter what.
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