Jump to content

Trucks, the AI, the Universe and all


Recommended Posts

In CMAK (and iirc CMBO and CMBB too), the AI does not move trucks/unarmed vehicles.

I can live with that (even if I don't see the reason).

Worse is, that the AI does not debark units that are aboard those vehicles, so that in some scenarios, you notice after the battle, that there are whole enemy platoons still embarked on trucks at their starting positions. The same applies to reinforcements in trucks.

When I want to play vs. the AI, I now load the scenario into the editor and manually delete all trucks on the AIs side, in order to let the AI use the units embarked on them...with the disadvantage that I then know all enemy forces.

Would it be very difficult, to implement a single rule into CMAKs code:

IF one side is played by the AI and IF this side has trucks(unarmed vehicles)

THEN disembark all units that are embarked on those trucks.

Et voila! Now the AI at least can use the former embarked units.

Thoughts?

Tankist

Link to comment
Share on other sites

It is a problem with the AI - but the designer of a scen (no reinforcements for QBs) must know it (or find out in tests).

Thus it has to do with PBEM and the designer. I designed a scen that I know will not work vs the AI from both sides. Both sides get inf reinforcements a mile from the flags. Both get transport. AI will screw up. Some changes for the Allies might enable Axis vs AI and keep the idea intact.

There are several other scens that just won't work vs AI. But their PBEM value is so high that I wouldn't want to miss them or the reinforcements in them.

Hint:

To avoid auto-embarkeing, use 2 reinforcement slots for trucks and inf. Make sure they arrive on different turns or in some distance.

Gruß

Joachim

Link to comment
Share on other sites

A solution would be to send the trucks and the infantry to two slightly different reinforcement points, but both points right next to each other.

That way the infantry is not embarked and the AI will use it correctly and ignore the trucks. A human player can quickly embark the infantry, just losing one turn.

Maybe you need a distance between the two points but I don't think so. Just two reinforcements, same turn, same place, should do the trick.

As a side note, disembarked infantry might be more useful if the transport is trucks. If the reinforcement point is under fire it really sucks to have them being sitting ducks.

Link to comment
Share on other sites

I hope scenario designers do this, but to be honest, I think a change in CMAKs code (very easy, just one check) is a better way to solve this problem.

Whenever something is embarked on trucks, and the AI plays this side...disembark.

Where is the problem? There is no disadvantage while pbemimng with this slight change.

Tankist

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...