Freyberg Posted October 28, 2013 Share Posted October 28, 2013 For the last 40 years or so, I've been working on a CMFI-GL scenario - it's kind of my life's work. What should happen is that: 1- side A attacks 2- side B get some reinforcements, quite a way off, which should either counter-attack or relieve side B (depending how much progress side A has made) I thought I had set these forces up in the AI editor to counter-attack. I selected those units, and gave them an objective (in the AI-plan section, painted the objective on the map). But they're just milling about on the edge of the map. Are there any gotchas I'm missing...? 0 Quote Link to comment Share on other sites More sharing options...
Ithikial_AU Posted October 28, 2013 Share Posted October 28, 2013 Double check the Start Before and Start After times in the bottom left. You have to assign a time for AI groups to move to new parts of the map. So you can't order a counter-attack as such, have to time and test it right so it will feel like a counter-attack for the player on the other side. 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted October 28, 2013 Author Share Posted October 28, 2013 So 'exit after/before' means 'begin plan after/before'...? I thought it was something to do with exit zones and ignored it 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted October 28, 2013 Author Share Posted October 28, 2013 Thanks, I think I misunderstood how this works (I find microwave ovens a challenge too). Sorry to be a dunce. Another quick question. In the unit editor, I have R2, U2 and A2 etc R is reinforcements A is AI plan? U is unit objective...??? 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted October 28, 2013 Author Share Posted October 28, 2013 And sorry to be a pest. Advance is a reasonable general purpose attack order? Or should I go with Assault/Max Assault? 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted October 28, 2013 Share Posted October 28, 2013 And sorry to be a pest. Advance is a reasonable general purpose attack order? Or should I go with Assault/Max Assault? In my experience, you should try to use Assault and Max Assault only for very short distances, right at the final approach to the ultimate objective. The AI moves very slowly while using Assault orders, usually too slowly for long distances. Advance is a good compromise when they need to attack a long distance IMO. 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted October 28, 2013 Author Share Posted October 28, 2013 Thanks I'll give it a go and let you know how it goes 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted October 28, 2013 Share Posted October 28, 2013 Thanks I'll give it a go and let you know how it goes You're welcome! Getting the AI orders to work as you've envisioned will take some trial and error. For every scenario. Even after over 50 scenarios, I still have to do the same. 0 Quote Link to comment Share on other sites More sharing options...
ASL Veteran Posted October 28, 2013 Share Posted October 28, 2013 In the unit editor, I have R2, U2 and A2 etc R is reinforcements A is AI plan? U is unit objective...??? A is AI Group, not AI plan. All units will start in default group A1, and then as you add them to different groups the number will change to A2, A3, etc up to A16 (there are 16 AI groups). There is no AI plan designation assigned to the units themselves. The only way to know what AI plan you are working on is to see which one is selected in the UI over on the upper left side of the screen. 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted October 29, 2013 Share Posted October 29, 2013 JonS did an awesome scenario writing tutorial and part 16 is about AI plans. Please check it out. http://www.battlefront.com/community/showpost.php?p=1459865&postcount=262 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted October 30, 2013 Author Share Posted October 30, 2013 Thanks for that link. I'm trying to work out the AI now. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted October 30, 2013 Share Posted October 30, 2013 you can also take another scenario and open it in the editor. Check the Ai plans and step through them watching the orders and timing on orders. The play the scenario in scen auth mode and see how those plans play out. 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted October 30, 2013 Share Posted October 30, 2013 hey Freyberg, Did you read that part 16 article? I think he answers most of your questions but not all. Go to the thread and look at other parts and maybe it will cover the other issues you are having. Are you using a notebook and pencil? I find it very useful to chart and tabulate things and then make notes as you scenario test with a little check the block to make sure you do go back and rectify a goof-up you see. 40 years in the making....wow. Please give some hints on the scenario details! Historical? 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted October 30, 2013 Author Share Posted October 30, 2013 Haha, that was a joke. It's not 40yrs in the making. I found the interface kind of complicated, though I understood the principles of the article, but I'm getting the hang of it now 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted October 30, 2013 Share Posted October 30, 2013 You know JonS does give a good piece of advice when I paraphrase he says start small or something like that. Just do a tiny platoon versus platoon battle, maybe 1 vehicle each side if applicable. Get to know the AI at that easy level and then go back to your grand battle extraordinaire. Still no hints? 0 Quote Link to comment Share on other sites More sharing options...
Freyberg Posted November 11, 2013 Author Share Posted November 11, 2013 Still no hints? It's just a hypothetical scenario supposedly set around Monte Cassino, featuring New Zealanders (naturally). The AI stuff is just window-dressing. The main feature is quite a difficult entrenched German position, supported on its flanks. Still testing, but even knowing all about it, I've found it quite a challenging attack on the NZer's part. It should play OK - I did a number of scenarios in the CMx1 days, and they weren't all completely terrible. 0 Quote Link to comment Share on other sites More sharing options...
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