Jump to content

I didn't know you make your AI tanks do this.


Recommended Posts

I'm playing @George MC's Red Thunder Campaign Five Days One Summer and I'm on the 4th mission. I set up an ambush with 3 tanks in the town of Gliniszcze, which has a border of trees on all sides about 20 meters wide. Shortly after I set them up 3 Soviet tanks arrive and I dispatch them pretty quickly. After a little while I see two more approaching. They get within and 30 to 40 meters of the tree line then stop.  They then proceed to rake the entire tree line with their machine guns and main guns. This went on for about a full 10 minutes (10 turns) with them raking the whole line and concentrating on a small area in front of them with their main guns. I didn't have any units in or near the tree line.

They blasted away an opening for them then they went in through the opening they made and stopped again. They again proceeded to start shooting at the next set of trees and the houses. I didn't have anybody in the houses either. My tanks were between some houses on the main road but I had to wait for them to get in the line of fire as since they were already facing me I couldn't approach them from the front for a shot and couldn't work my way around them as there were over watch tanks that would blast me since I would have been in the open.

Eventually they worked their way into my tanks line of fire and I was able to get them both. I have never played a scenario where the designer had the tanks proactively started shooting at areas where the opponent might likely be. It's almost as they were thinking on their own. It added a bit more excitement to the game to say the least.

Link to comment
Share on other sites

1 hour ago, Commanderski said:

I'm playing @George MC's Red Thunder Campaign Five Days One Summer and I'm on the 4th mission. I set up an ambush with 3 tanks in the town of Gliniszcze, which has a border of trees on all sides about 20 meters wide. Shortly after I set them up 3 Soviet tanks arrive and I dispatch them pretty quickly. After a little while I see two more approaching. They get within and 30 to 40 meters of the tree line then stop.  They then proceed to rake the entire tree line with their machine guns and main guns. This went on for about a full 10 minutes (10 turns) with them raking the whole line and concentrating on a small area in front of them with their main guns. I didn't have any units in or near the tree line.

They blasted away an opening for them then they went in through the opening they made and stopped again. They again proceeded to start shooting at the next set of trees and the houses. I didn't have anybody in the houses either. My tanks were between some houses on the main road but I had to wait for them to get in the line of fire as since they were already facing me I couldn't approach them from the front for a shot and couldn't work my way around them as there were over watch tanks that would blast me since I would have been in the open.

Eventually they worked their way into my tanks line of fire and I was able to get them both. I have never played a scenario where the designer had the tanks proactively started shooting at areas where the opponent might likely be. It's almost as they were thinking on their own. It added a bit more excitement to the game to say the least.

All I can say is that George's scenarios will challenge you at every turn with surprises. It's not unreasonable behavior. A unit on the attack is going to plaster any suspected enemy locations either by direct or indirect fire, whether or not they spot anything. If nothing else you keep their heads down. Treelines are obvious targets where enemy might be expected.

Dave

Link to comment
Share on other sites

The AI areafire feature that got added a while back is a small but very useful feature. It adds a nice punch to the AI. Regular infantry squads and other supportweapons like machineguns etc can also be set to do simular things and the AI on-map mortars can now provide some decent, well timed, indirect firesupport.

 

 

 

Link to comment
Share on other sites

14 hours ago, Ultradave said:

A unit on the attack is going to plaster any suspected enemy locations either by direct or indirect fire, whether or not they spot anything. If nothing else you keep their heads down. Treelines are obvious targets where enemy might be expected.

That's one of the potential improvements which could make the AI really shine. The AI automatically firing at suspected sightings and possible/likely enemy positions would be a substantial improvement over the current system of only firing when they have confirmed sightings of enemy units.

Link to comment
Share on other sites

You will also find this AI action used in some FR campaign scenarios (particularly in the German campaign, as I recall).

It is a bit tricky to use as far as timing when using the capability, and works best when the AI is on the attack and aimed at an obvious area the player may be defending.

Link to comment
Share on other sites

21 minutes ago, benpark said:

It is a bit tricky to use as far as timing when using the capability.

A timer/ duration option for AI orders is something i have wanted for many years...It would be a great addition.

That would allow the designers to order AI units to 'wait here' for XX minutes or fire there for XX minutes...Given the randomness of how the battle develops...using the game clock or triggerzones to achive these 'timings' can be a bit clunky as you hinted to... 

 

 

 

Link to comment
Share on other sites

8 minutes ago, Erwin said:

I had thought that AI actions could be activated by the player's units entering an area/zone on the map.  If AI units can do so, then it seemed logical that AI arty could also respond.

I sort of can...If you are taking about the AI area fire feature...The current limitation is that only on-map artillery, preferably mortars, asigned to an AI group can respond to a triggered event....The next 'problem' though is...for how LONG should they fire ? A scenario designer can use a number of tricks (new trigger zones, other ai group movements etc) to 'time' the barrage but there is currently  no dedicated timer function for AI orders.

 

 

Link to comment
Share on other sites

On 2/27/2024 at 9:18 PM, Commanderski said:

I'm playing @George MC's Red Thunder Campaign Five Days One Summer and I'm on the 4th mission. I set up an ambush with 3 tanks in the town of Gliniszcze, which has a border of trees on all sides about 20 meters wide. Shortly after I set them up 3 Soviet tanks arrive and I dispatch them pretty quickly. After a little while I see two more approaching. They get within and 30 to 40 meters of the tree line then stop.  They then proceed to rake the entire tree line with their machine guns and main guns. This went on for about a full 10 minutes (10 turns) with them raking the whole line and concentrating on a small area in front of them with their main guns. I didn't have any units in or near the tree line.

They blasted away an opening for them then they went in through the opening they made and stopped again. They again proceeded to start shooting at the next set of trees and the houses. I didn't have anybody in the houses either. My tanks were between some houses on the main road but I had to wait for them to get in the line of fire as since they were already facing me I couldn't approach them from the front for a shot and couldn't work my way around them as there were over watch tanks that would blast me since I would have been in the open.

Eventually they worked their way into my tanks line of fire and I was able to get them both. I have never played a scenario where the designer had the tanks proactively started shooting at areas where the opponent might likely be. It's almost as they were thinking on their own. It added a bit more excitement to the game to say the least.

Ah nice one :) it’s a handy wee AI plan device for sure. I’ve also used it for having the turrets of advancing tanks swing about as though searching. Just plot the area fire point out of their LOF. They’ll swing the turrets to face the plotted area fire point but not fire. 

But otherwise I tend to use it is mainly for effect as you have to make an educated guess where the player might be defending. Latest etc can make this more educated and less guess though!
 

So in this case I’m glad it gave the impression of engaging a more sentient enemy! Immersion is what I’m shooting for! :)

Edited by George MC
Spelling and rubbish grammar
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...