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sonnenwalde

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Posts posted by sonnenwalde

  1. Over time I've downloaded a few campaigns from the cmmods website. I've constantly had a problem of the downloaded scenarios not showing up in the list of available scenarios when I've loaded SC2. Is there a reason for this?

    It may well be that it's something I've done wrong when downloading and extracting the files, although some downloaded files appear as normal. Has anyone else come this problem? :confused:

    For example:- I've donloaded the custom campaign "1939 Fall Weiss Historical- Blashy" a number of times from the cmmods website, but have yet to get it to appear in the list of available scenarios. :confused: :confused:

    sonnenwalde

  2. After playing around with AI scripts and looking at AI mods (specifically Timskorn's mods for the Allied AI) I've come to the conclusion that it would be a great improvement if you could specify a preferred unit type you would like to occupy a GOAL_POSITION. This is specifically relevant to defensive plans.

    This would allow you to conceive a more detailed and effective defensive plan for the AI when garrisoning Cities and/or defensive lines. An armoured unit could be used to garrison a City for example, a tactic many Human players use. It would allow the AI to populate the crucial tiles with the strongest units instead of relying on pot luck and also allow the possibility to have strategically placed Air Fleets and HQ's for support.

    I don't know how much work would be involved in incorporating a change like this, but I reckon it would improve the AI's chances considerably. smile.gif

  3. Thanks for clearing that up. I'm undecided as to whether or not I like this idea. It could definitely help prevent stalemates occuring.

    Presumably the same logic applies when calculating the supply route between the 2 opposing units. I noticed that after the units had advanced between my units their supply value had dropped to 0.

    Perhaps, as mentioned elsewhere on this forum, it would be a good idea to have a toggle button, which shows supply values for each square on the map. Maybe even incorporate this supply value into the AI's logical(illogical) thinking process, so that it doesn't throw away units needlessly.

  4. On more than 1 occasion the AI has attacked an infantry unit and then advanced between 2 of my units which are connected 'diagonally'. I was under the impression that this sort of movement was not allowed and that units connected just by the corners of their 'diamond' formed a continuous front.

    In the current game with the AI playing the Axis this has happened at least twice. Is this a bug or a new feature of SC2?

    The logic the AI uses in carrying out this manoeuvre, thus deliberately getting his unit cut-off and isolated, is another matter entirely. ;)

  5. I was playing Axis against Allies, the Germans has invaded the Benelux countries and was in the process of occupying France. At this point Italy was still not in the war (about 75% activated).

    However I had moved the Italian Submarine to just outside Genoa's port in preparation for an Italian declaration of war. The Italian submarine was attacked by the French Air Fleet which was in Marseilles while the Italians were still at 75% activated and still officially neutral . We've either got one hell of an AI or I've found a slight bug.

    It would have been perfectly understandable if the Italians had declared war on France following this unprovoked attack but the activation % remained unchanged. :eek:

  6. I think adding more information to the unit counters would be a bad idea, as it would clutter up the screen.

    If we simply had a toggle button or functions keys

    to display different information then this would save a lot of unneseccary clicking of the mouse.

    ie after clicking on the toggle button the information shown in that little square on the unit counter, would change from Unit Strength - Supply - Readiness - Experience - Action Points - Unit Strength.

    Different shortcut keys would be another way this could be achieved. :cool:

  7. I've always had problems remembering which units have the most experience or which units are supplied, having to click a unit each time to display the info. :mad:

    Perhaps you could indroduce a number of views which show different information.

    The default view would display Unit Strength . Another view could display Experience , while a third view could display Action Points or Supply etc.

    To switch from view to view you would use short cut keys ie F1, F2 etc.

    This would save a lot of time clicking on each unit. :D

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