Guide the AI with Objective Placement?

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kevinkins
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Guide the AI with Objective Placement?

Post by kevinkins »

Up on the new version. Has anyone tried using objectives to guide the AI? We used this in the old days of wargaming in some games. I don't believe there is a way to watch the AI move however. So it might be hard to confirm the effectiveness of this approach. It might also introduce balance issues.

Kevin
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Veitikka
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RE: Guide the AI with Objective Placement?

Post by Veitikka »

In the developer mode, shift+ctrl+D shows all AI units and formations.
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RE: Guide the AI with Objective Placement?

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That would be cool. I tried in both edit formation and when playing the mission and the AI does not appear on my screen. Can someone else give this a try?

Is the intention that the designer could watch their AI force move during beta testing? Again, that would be awesome.

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RE: Guide the AI with Objective Placement?

Post by Veitikka »

ORIGINAL: kevinkins

That would be cool. I tried in both edit formation and when playing the mission and the AI does not appear on my screen. Can someone else give this a try?

Is the intention that the designer could watch their AI force move during beta testing? Again, that would be awesome.

Kevin

Yes, it's mainly for testing scenarios.
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RE: Guide the AI with Objective Placement?

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Like i said, shift+ctrl+D does not work for me however I try it. Is this used within the mission editor (design) or playing the mission (beta testing) or both? Maybe a step-by-step explanation from the beginning would help out. Thanks. I really want to see this feature in action.
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RE: Guide the AI with Objective Placement?

Post by Veitikka »

ORIGINAL: kevinkins

Like i said, shift+ctrl+D does not work for me however I try it. Is this used within the mission editor (design) or playing the mission (beta testing) or both? Maybe a step-by-step explanation from the beginning would help out. Thanks. I really want to see this feature in action.

It works in both. You have enabled the developer mode in the development.cfg? Then you should see the developer mode hotkeys in the end of the hotkeys list.
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RE: Guide the AI with Objective Placement?

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Yes, developer mode is activated in development.cfg. Been using the editor for a day now. Used developer mode back in v1.00 too. When I use those keystrokes the AI does not appear. Interesting, I tried two other combos: shift+ctrl+F1 works (resets tutorial mode) while shift+ctrl+F10 does seem to allow me to do anything (Adjust the map detail distance). Maybe my keyboard assignments are interfering. But I have not made any that I recall. And I think keyboard assignments are specific to the game/software that is running in the foreground.

Could other developers try shift+ctrl+D out on their systems? Thanks.

Kevin

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RE: Guide the AI with Objective Placement?

Post by kevinkins »

Veitikka, any idea what going on re: why I can't get the AI to appear using that keystroke combo? Can other developers see the AI using the combo?

I really want to get this to work since Community made scenarios are cool.

Kevin
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RE: Guide the AI with Objective Placement?

Post by Veitikka »

ORIGINAL: kevinkins

Veitikka, any idea what going on re: why I can't get the AI to appear using that keystroke combo? Can other developers see the AI using the combo?

I really want to get this to work since Community made scenarios are cool.

Kevin

Can you see the developer mode hotkeys listed in the hotkeys menu? Do the other developer mode hotkeys work? 'Start a thunderstorm' etc?
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RE: Guide the AI with Objective Placement?

Post by nikolas93TS »

It works w/o issues for me.
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RE: Guide the AI with Objective Placement?

Post by kevinkins »

Reinstalled and re-edited the cfg file and now I see the AI as little dots. But a question about placement. When I edit the deployment of the would be AI side (USSR) and lock them in place they move to new positions once I start the game in play mode. When I go back into the mission editor and view the USSR from their side again the units are in the correct place. Is this as it should be? Lock does not seem to lock. Thanks.

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RE: Guide the AI with Objective Placement?

Post by 22sec »

Right now lock only locks the units when the player is playing that side, otherwise if the side is AI controlled the program has the AI deploy and execute its omen plan overriding your lock.
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kevinkins
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RE: Guide the AI with Objective Placement?

Post by kevinkins »

Thanks. I know that now. Most designers are used to having their units locked in place so their designs mirror real life tactical deployments outside of the wim of the AI. What you can do is issue several files with various deployments for the AI so that that the mission is replayable. Anyway, it should be
straightforward to lock the AI. Looking forward to that - hoping it's a priority.

Kevin
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