Absurd AI move prevention

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dr.hal
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Absurd AI move prevention

Post by dr.hal »

I'm not sure if this is the right place to raise this issue, but I can copy and re-post in another area if need be, so I apologize in advance. I would like to see the game incorporate a change that would allow a player to mark a hex as a "NO GO" hex unless units are specifically directed to do so. In my current game on two occasions I've had a TF (I'm the Japanese) wonder into Singapore (Dec '41) with all its mines and CD guns ready to go. The first was an AV TF with 2 DDs as escort that was waypointed around Singapore, but when a minefield was discovered during the day pulse, I believe the AI directed the TF away from that hex INTO Singapore (the hex in which the new allied minefield was planted was NOT one of the hexes that was waypointed), with a KNOWN minefield! Absurd! All ships were sunk. A few turns later a BB, 3CAs and 5DDs TF reacted INTO Singapore to an allied TF that had been clearly IDed as harbor launches a number of times in previous turns! Four DDs were sunk and all capitol ships were damaged. Why is the AI doing this, as it is clearly something that is STUPID! What I would like to see is a fix put into the gaming system that allows a player to designate a hex as a "NO GO" hex unless the play specifically identifies that hex as a destination or waypoint. A player should not have to reduce his or her reaction range simply because a hex that is closer has something in it that no ordinary commander would send ships or troops into without specific authorization. This would fix the problem that the AI has of sending a TF into an absurd KNOWN situation. This would also fix the problem that a minesweeping TF (not coastal) sweeps mines in one hex but due to the fact that such a TF sweeps all hexes adjacent to the designated hex, it would compel that TF to sail into a harbor like Singapore and get slaughtered. BB TFs don't chase harbor launch TFs into know minefields under the guns of known CD installations. In most cases this game is great, but this is something that shouldn't happen and to my brain is an easy fix (of course I don't know the coding that would have to happen due to my ignorance of computers so it may not be so easy!). Thanks, Hal
Big B
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RE: Absurd AI move prevention

Post by Big B »

That would certainly be frustrating... but since this is not a scenario design or mod question, nor any of the other sub forums in particular - this may be better aired in the general discussion section ...so the right parties may answer it (it seems a code question).

B
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dr.hal
Posts: 3587
Joined: Sat Jun 03, 2006 12:41 pm
Location: Covington LA via Montreal!

RE: Absurd AI move prevention

Post by dr.hal »

ORIGINAL: Big B
since this is not a scenario design or mod question, nor any of the other sub forums in particular - this may be better aired in the general discussion section ...so the right parties may answer it (it seems a code question).
Ok, I'll copy this into the general section as I agree with you, this is a code issue. Thanks, Hal
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