z1812 Posted August 21, 2007 Share Posted August 21, 2007 Hi All, I am having some difficulty understanding the time feature in the A.I. editor. I have checked the manual and Rune's guide but I can't find an explanation for the following. At the bottom of the A.I. panel is a timer. Can anyone answer the following. 1. Does that timer govern the activation trigger for the current A.I. order for a group. If not how does it work? 2. My scenario is 20 minutes long and starts at 06:30 hours. To time order activations do I start it at 06:30 hours and move forward. Or do you start it at 00:00. So if my scenario commenced at 06:30 and then I wanted my first order to activate in 5 minutes time, would that be 06:35. Or starting at 00:00 and then 00:05. I hope I am clear about what I don't understand. Thanks in advance for your answers. Regards John 0 Quote Link to comment Share on other sites More sharing options...
SlowMotion Posted August 21, 2007 Share Posted August 21, 2007 All this AFAIK: 1. Yes, it tells the AI when it should try to move to next map zone. This isn't just about time though. There are probably other factors which could cause delays. 2. Start from 00:00, then 00:05. Not sure which values should be used for reinforcements - values that start from the moment they arrive? 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted August 21, 2007 Share Posted August 21, 2007 2) question already seen around, I would really like to see some official answer... .... ... ... 0 Quote Link to comment Share on other sites More sharing options...
z1812 Posted August 22, 2007 Author Share Posted August 22, 2007 Hi All, Thanks for your replies. Slow Motion it seems you are correct. The timer default starts at 00:00. Regards John 0 Quote Link to comment Share on other sites More sharing options...
Hawkmek Posted August 23, 2007 Share Posted August 23, 2007 From the manual, page 126 Exit Before / Exit After The “Exit Before” option causes the Group to try very hard to get to the next Order before the specified time is reached. This does not mean the Group will do it, just that it will try. If it has taken excessive casualties, is immobilized or heavily engaged it may blow the set “Exit Before” time. The “Exit After” option does the opposite by telling the Group to stay at the current Map Zone until the specified time is reached. With this setting a Group never moves on to the next Order before the “Exit After” time is reached. These two options allow for some reasonable level of coordination between Groups. You can increase the “jumps” for the above settings by holding the SHIFT key while you click on the + or - buttons. So it sounds like you use them as timers to go from Order to Order across the map. I haven't really messed around with the AI plans too much. Too busy playing all the scenarios you guys are cranking out. 0 Quote Link to comment Share on other sites More sharing options...
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