dragonwynn Posted December 15, 2014 Share Posted December 15, 2014 Ok maybe some of you scenario design experts can give me some insight here. Been having trouble with units I want to stay stationary moving after a couple of turns. Example would be heavy machine gunners moving from their setup points and advancing with the assault squads. I've tried designating them as separate units, and even deleting them and repurchased as separate formations and they still get up and move. Any suggestions would be helpful. 0 Quote Link to comment Share on other sites More sharing options...
Badger73 Posted December 15, 2014 Share Posted December 15, 2014 Ok maybe some of you scenario design experts can give me some insight here. Been having trouble with units I want to stay stationary moving after a couple of turns. Example would be heavy machine gunners moving from their setup points and advancing with the assault squads. I've tried designating them as separate units, and even deleting them and repurchased as separate formations and they still get up and move. Any suggestions would be helpful. Need more info to help. When you designate these bad boys as separate units: 1) what objectives do you assign to them? 2) what orders do you give them with regard to such objectives? Sorry that the answer is more work for you! Good luck with this and keep us posted. 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted December 15, 2014 Share Posted December 15, 2014 Purchase order and reporting formations do *not* control assignment to AI groups. Everyone defaults to being part of group one (A1). So if you have not assigned the MG team to a specific group that could explain this - we would need more info to determine exactly. With a lack of other info I would suggest re-reading the section on groups (pp.95 in CM Engine Manual v3.00.pdf). Another possibility is that the MG group's orders are too similar to the assault group. Moving out earlier than expected is common when you get confused about order timing - I know I do that constantly. Thank goodness for Scenario Author mode. 0 Quote Link to comment Share on other sites More sharing options...
dragonwynn Posted December 16, 2014 Author Share Posted December 16, 2014 Thanks guys for responding. I have tried setting them as seperate unit groups (example: main assault units U1, machine gun units U2 with orders to ambush at x distance only. Also tried not issuing them any orders and just setting them as hide units in setup mode of the AI. The little buggers still start moving after about 4 turns. My anti tank guns are doing the same thing, starting with the ammo bearers first then the silly crews start pushing their Pak 40's by hand. They make me tired just watching them lol. Thought repurchasing them as a seperate formation might prevent this but nooooo they just have to be busy moving. I also tried adjusting the time before and after settings and even not setting any time for them but no luck. 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted December 16, 2014 Share Posted December 16, 2014 U indicates a unit objective for the enemy. A is the label for AI group (if there is no 'A' number then they are in group 1). R is reienforcement number BTW 0 Quote Link to comment Share on other sites More sharing options...
Pete Wenman Posted December 16, 2014 Share Posted December 16, 2014 F1- F8 sets the group for a unit, with 16 groups available. In otherwords hit F8 once and it's group 8, hit it twice and it's group 16. All units default to group 1, which does not show an indicator, but any other group will show as A2 to A16 These groups must then be given orders in the AI editor. HTH P 0 Quote Link to comment Share on other sites More sharing options...
dragonwynn Posted December 16, 2014 Author Share Posted December 16, 2014 Thank you thank you. That explains alot then as I have been designating them with a U instead of A. I will try this and see what happens. If they still misbehave I will call in the Gestapo.... 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted December 27, 2014 Share Posted December 27, 2014 (edited) Hi Dragon, Some guys have spreadsheets to keep track of the AI groups and orders. I reach out and grab some scratch paper. Write in pencil and have an eraser handy for fixing mistakes! You only get 16 groups. Well, it used to be only 8 so we are getting better. And now we have triggers. It is fun to get the AI to do what you want. It takes study and testing. I have written attack AI plans and defense AI plans. I am not sure what is easier. I guess I would leave it to the player to judge the quality of the AI response as orchestrated by me. It could turn out ugly. Sometimes it turns out almost insanely smooth. But if you test your battle and see something odd, then you can almost bet it is YOUR error. You left in a yellow block. You made an error on the times 01:30 - 02:00! They left late! You picked the wrong trigger. Etc Etc. Please have fun. Edited December 27, 2014 by kohlenklau 0 Quote Link to comment Share on other sites More sharing options...
Artofwar Posted January 1, 2015 Share Posted January 1, 2015 I think we had the same penmanship teacher in school 0 Quote Link to comment Share on other sites More sharing options...
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