A protocol for playing AA

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MarkShot
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A protocol for playing AA

Post by MarkShot »

I thought I would post this for newbies and veterans alike. This is a little bit about how I am playing AA.

I play AA at all the three speeds provided and use the pause button.

Now, I regularly create save game files which are really more like checkpoints. I follow the convention that before issuing any order I pause and create a checkpoint.

My file naming conventions are the following:

D_HHSS_?

Where ? is replaced by:

e - existing orders
s - airstrike targetting
n - new orders
x - bombard (X marks the spot)

So, suppose I need to modify orders on Day 1 11:00. I will create two save game files:

(1) 1_1100_e
(2) 1_1100_n

Before and after. You will note that naming convention insures that any checkpoints will sort down in chronological order.

Originally, I started doing this to better learn the game and explore different options without having to replay the game from scratch. However, this proved so valuable to me that despite being very comfortable with the game, I always play like this now. So, why I am posting this?

---

(1) This can be a useful learning tool for newbies who want to review some of their previous decisions. It easier than restarting a game from scratch.

(2) This approach greatly improved my ability to command. I stopped being overwhelmed by battles. I began to see battles of a few days really being composed of 5-10 decision points (order cycles). My protocol helped me to focus on identifying decisive moments in the battle when orders needed to be issued. By following this convention, it also helps focus you on orders and their impact.

(3) This helps address AI path finding problems which turn out to be not what you wanted. This often happens towards the beginning of the game when large distances needs to be covered. If you see a path which does not reflect your intent, then you simply reload and add more waypoints or change the order's semantics and restart the command cycle.

(4) If you are an AAR writer, these checkpoints obviously reflect some of the main highlights of what one would include in an AAR (the battle's status changed and your response to it). Each checkpoint (you have the full UI) provides you with the capability to display multiple views of information and various sections and zoom levels of the map. You don't get that when just doing screenshots while playing. Sometimes, it's not clear what should be in the AAR while the battle is running. Thus, taking screenshots during the battle may not have captured the true story.

(5) For those who have asked for a replay capability (which is not present), this puts you somewhat in that direction. As I understand it, AA's engine is deterministic. So, if you restart with the same inputs, you will get the same outputs. Thus, you could theoretical replay a segment of the battle.

(6) If you play with order delays, then doing these checkpoints makes you more concious of the clock and you begin to get a very good feel for how long it with take before orders begin to execute. Additionally, you will also get a better feel for how long various actions like an attack will take.

---

Well, I hope this helps somebody.
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Kevinugly
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Post by Kevinugly »

Good ideas there Mark! Might clutter up the savegame folder by the second half of a full campaign game but a great way to achieve a 'self tutorial' method.
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CriticalMass
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Slightly OT

Post by CriticalMass »

Markshot wrote:
(5) For those who have asked for a replay capability (which is not present), this puts you somewhat in that direction. As I understand it, AA's engine is deterministic. So, if you restart with the same inputs, you will get the same outputs. Thus, you could theoretical replay a segment of the battle.


Is this really true? Is there is NO randomness involved in the AA engine.

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Fallschirmjager
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Post by Fallschirmjager »

There should be a luck modifyer in there somewhere...if you belive in that sort of thing
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Arjuna
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Post by Arjuna »

Luck or randomness certainly plays a big part in any realistic combat simulation. AA is no exception. There would be many dozens if not hundreds of calls to the random function in each minute of the game. These may be to determine whether the commander's leadership effect on morale is somewhere between 70 and 80%. It may be to decide which piece of equipment was lost in an artillery barrage.

What Markshot has alluded to here is that the standard Random function Rand() uses a long, nay HUGE, list of preset numbers. These represent the equivalent of the dice result if we were rolling a dice. The list itself was originally randomly generated. But now it is fixed in that sequence. Each time we start a scenario we choose a particular "random number seed" or starting location within that list. Thereafter we go to the next number in the sequence each time the function is called.

If we start the same scenario and use the same seed then assuming the same orders are given we will get the same results. Thus if we record the orders given in a particular game and the seed number used, we should be able to create a recording that can be played back.

Now that is a very simplistic outline of how it works. I hope that helps you understand.
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CriticalMass
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Post by CriticalMass »

Ah, fatalism...I just knew my gun would jam

TANX
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JeF
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Post by JeF »

Dave,

Thanx for the inside view.
Originally posted by Arjuna
If we start the same scenario and use the same seed then assuming the same orders are given we will get the same results. Thus if we record the orders given in a particular game and the seed number used, we should be able to create a recording that can be played back.


Isn't it what you have in mind when you said, some time ago, that PBEM was possible (though not a goal) ?

Is it still on the wish-list ? And if not ... is it in the game ? :)

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Arjuna
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Post by Arjuna »

PBEM is not in the game at the moment. It's doable but not within the timeframe we have now for AA:HTTR release. It is certainly on our wish list for Game 3.
Dave "Arjuna" O'Connor
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