yacinator Posted June 16, 2004 Share Posted June 16, 2004 How come AI can't control assault boats? I mean they're just like other vehicles except u have to embark a unit in it before u can move. Don't tell me AI can't embark units. Can it? Can it?!!!!!!!! Nice thing to fix in patch 1.02 in my opinion. 0 Quote Link to comment Share on other sites More sharing options...
BigDork Posted June 16, 2004 Share Posted June 16, 2004 I'm not sure why but the AI cannot use assult boats, it's always been that way since BO. A patch will not fix it, it's a limitation of the game engine or somethin'. Perhaps in the a couple years... 0 Quote Link to comment Share on other sites More sharing options...
Elmar Bijlsma Posted June 16, 2004 Share Posted June 16, 2004 Might have something to do with AI behavior when it would get it's hands on it. Remember that the AI doesn't have a clue as to what to do with trucks either. Better to have it's use disabled to avoid confusion? 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted June 16, 2004 Share Posted June 16, 2004 No, the AI cannot embark units. It will only use transport units that have guns. 0 Quote Link to comment Share on other sites More sharing options...
tar Posted June 17, 2004 Share Posted June 17, 2004 And the AI sometimes doesn't like to debark troops either. That would be even worse for assault boots. I imagine the AI probably doesn't even know that they should mainly be used across water. All in all, the things that are needed to be added for the AI to understand even the most basic things about boats and how they need to be used is rather large. There are certainly other aspects of the AI where the time invested would bring much more signficant improvements to the gameplay as a whole. 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted June 17, 2004 Share Posted June 17, 2004 as much as i like the idea of assault boats, i find them a pita in cm. i played a battle where it took about 10 turns just to get to the beach. like trucks, they seem to be more for visual than gameplay, in that cm is supposed to be an at the front game. 0 Quote Link to comment Share on other sites More sharing options...
Juju Posted June 17, 2004 Share Posted June 17, 2004 And to think that this 'vehicle' has the most beautiful CM:AK mod so far (by Marco Bergman), IMHO at least. For those who haven't seen or downloaded this baby yet look here: . It's really meant to be looked at from real close up. Stunning work! 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted June 17, 2004 Share Posted June 17, 2004 "i played a battle where it took about 10 turns just to get to the beach." Well, take a close look at the shape of that thing then imagine six G.I.s with full packs trying to paddle it across a rushing river. Sure, there were some 'speedboat' motorized craft fielded but these definitely ain't them! 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted June 17, 2004 Share Posted June 17, 2004 yep i've paddled a boat or two. in cm though it is just burning time. i can understand when a designer gives you a broad beach or island with setup zones to plan your attack. i dont understand a designer putting the boats in a setup zone 10 turns away from shore. 0 Quote Link to comment Share on other sites More sharing options...
Juju Posted June 18, 2004 Share Posted June 18, 2004 Originally posted by junk2drive: i dont understand a designer putting the boats in a setup zone 10 turns away from shore. Unless he puts them there as a sort of 'timed reinforcement.' Still, it'd probably be better to just have them enter the game ten minutes later, right? 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted June 18, 2004 Share Posted June 18, 2004 thats my point i guess, they are visual, dont really do anything except in an exit scenario for escape across a river under fire or sumfink. they are too slow to use to go around an obstruction. might as well walk overland. someone can prove me wrong though. 0 Quote Link to comment Share on other sites More sharing options...
tar Posted June 21, 2004 Share Posted June 21, 2004 Well, in real military operations, you would generally walk around obstacles on land if you could. Sometimes, however, you couldn't and that is where the assault boats came in. It also forces the enemy to give some thought to defending stretches of river bank which would otherwise be completely impassable barriers. You could concentrate all defenses just on the bridges and fords. If assault boats are present, then you need to worry about the whole river. This is especially true given that the attacker gets to choose exactly where on the river to attack. Now, to make this work in a CM scenario is a bit tricky, since one would have to make a very wide map, so the defender has to be strung out. Actually, making a wide map with a river, attacker setup zone adjacent to the river and dynamic flags may just work! 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted June 21, 2004 Share Posted June 21, 2004 "It also forces the enemy to give some thought to defending stretches of river bank which would otherwise be completely impassable barriers. You could concentrate all defenses just on the bridges and fords. If assault boats are present, then you need to worry about the whole river. This is especially true given that the attacker gets to choose exactly where on the river to attack." dont know if the a.i. thinks this way, human would though. fredrocker's angel of sicily, you start out on the beach without boats. the boats come as reinforcements later for exiting. works well for me. but you only travel one tile. i can see a scen where you want to delay the arrival of a force, and make them travel slowly. this gives the player options as opposed to a reinf flag. 0 Quote Link to comment Share on other sites More sharing options...
McAuliffe Posted June 21, 2004 Share Posted June 21, 2004 HeHe...That reminds me of one of my early CMBO operations : Switchback, which was based on the historical attack by the Canadians over the Leopold canal in Flanders or -better Dutch "Zeeland" -(Breskens Pocket). Spoiler picture here: screenshot credits to Stoffel > > > > > > > > > > > > > > > > > > > > > > > 0 Quote Link to comment Share on other sites More sharing options...
Slappy Posted June 22, 2004 Share Posted June 22, 2004 Great shot. I went over to the Scenario Page and realized that I downloaded some of your great scenarios back before BB came out. Any chance you'll redo some for CMAK so that we can enjoy them again with the new engine? 0 Quote Link to comment Share on other sites More sharing options...
junk2drive Posted June 22, 2004 Share Posted June 22, 2004 so after the canuks fried everybody, they got in the boats? 0 Quote Link to comment Share on other sites More sharing options...
Slappy Posted June 22, 2004 Share Posted June 22, 2004 More interestingly, they seem to be firing FTs FROM the boats. I was unaware that you could fire from a boat. Is this really what's going on or is the flame trail that seems to start from the middle of the river an optical illusion? 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted June 22, 2004 Share Posted June 22, 2004 No, it's those WASPs. You just see one part of the animation of the flame arc - the WASP has ended that burst. 0 Quote Link to comment Share on other sites More sharing options...
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