Marwek77 aka Red Reporter Posted March 20, 2008 Share Posted March 20, 2008 v 1.07 observation: I created scenario, where 2 tanks advance with a few squads of soldiers. They were going to small forest, open area with small one storey building and and to village with several one storey buildings and 2 two storey building.. * Soldiers were without problems in forest, tanks find their way also, but sometimes like going around and show their back… * In open area soldier occupied the building and open terrain like it was painted, the tanks stopped on different areas... * In village I painted only houses and 2 squares in open terrain between the buildings where I wanted to park the tanks. It works, but with small problems. Together with tanks also two squads of infantry parked in open with them… Later when tanks came under fire they survived, but not the soldiers. By the way they were HQ units… My question is, is it possible in current state to plan for AI where the tanks to park exactly and without infantry? Its possible by creating two separate groups of course, but then its extremely difficult to create correct timing… so I am asking about the plan for mixed group. To make AI plans more precisely it will be good to have yellow fields like general plan for group with possibility of dark yellow fields only for vehicles without squads for exact positioning – just small idea. Thanx. 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted March 20, 2008 Share Posted March 20, 2008 Give the tanks a differant AI group number and have em park on the painted tiles by the house. With the infantry give them their own AI group and make sure you paint the tiles only covering the buildings i.e. no overlaps outside. Cheers fur noo George 0 Quote Link to comment Share on other sites More sharing options...
Marwek77 aka Red Reporter Posted March 20, 2008 Author Share Posted March 20, 2008 Thanks for answer, but as i wrote : "Its possible by creating two separate groups of course, but then its extremely difficult to create correct timing…" * this way you told me is making plans double... if i have 3 groups with tanks in every group i must then separate them and create 6 plans... and timing is difficult... I painted houses where i wanted the soldiers and one square for tanks... the problems i wanted to point at is, that one squad instead of going to the buildings occupy this small square with the tank and later suffer damage... 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted March 20, 2008 Share Posted March 20, 2008 I have had this sort of problem too. There just aren't enough groups to make good plans involving vehicles and passengers. We need something like 16 or 32 groups really. 0 Quote Link to comment Share on other sites More sharing options...
Field Marshal Blücher Posted March 20, 2008 Share Posted March 20, 2008 Basically, to answer your question, this isn't possible with current AI unless you have 4 or fewer mixed unit groups (which you then make into 8 groups). -FMB [ March 20, 2008, 10:13 AM: Message edited by: Field Marshal Blücher ] 0 Quote Link to comment Share on other sites More sharing options...
Field Marshal Blücher Posted March 20, 2008 Share Posted March 20, 2008 Double post. 0 Quote Link to comment Share on other sites More sharing options...
Paper Tiger Posted March 21, 2008 Share Posted March 21, 2008 I get a bit frustrated by the AI's occassional refusal to use buildings in their set-up/objective zones. Especially as the side in the buildings now enjoys an advantage since 1.06. And this advantage will be improved upon with 1.08 I believe. Perhaps they could include another parameter in the AI programming interface to tell the AI to 'ignore/partially occupy/wholly occupy' buildings in the objective zones, rather like the 'mixed/upper/lower/roof' setting. 0 Quote Link to comment Share on other sites More sharing options...
birdstrike Posted March 21, 2008 Share Posted March 21, 2008 Agree that we need more AI groups and a way to force units to setup in buidlings. Maybe by giving the current settings for the floor a "must setup in building" parameter while adding a new "outside" setting to the existing ones, so to tell the AI when not to use a building? 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.