Unit AI

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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SpicyJuan
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Unit AI

Post by SpicyJuan »

Hello, I have recently acquired TOAW III, and am a big fan of Paradox titles such as Crusader Kings II, Europa Universalis IV, Hearts of Iron III, Darkest Hour, and am looking forward to Hearts of Iron IV. I understand that TOAW fills a "niche" market, but I and other Paradox players could be a huge potential market. Hearts of Iron IV is a WW2 Grand-Strategy game, which is long awaited and is projected to be a big hit. Paradox games are very complex (especially the Hearts of Iron series), and I'm sure that many players could be enticed to TOAW IV. The only issue is that most of these players are either intimidated, or simply couldn't be bothered to play due to them not wanting to manage every single unit. My suggestion is that (if time permits) the devs could include the ability to task different units under "HQ's" which would be controlled by the AI while the AI could be directed by the player, through tasking HQ's with objectives. What is everyone's thoughts on this?
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sPzAbt653
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RE: Unit AI

Post by sPzAbt653 »

Check your OPART III Manuals Folder for the Elmer Assist Primer.
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r6kunz
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RE: Unit AI

Post by r6kunz »

It is a very nice feature- you could pick, say, KG Peiper in the Ardennes, set the General Orders in the Formation Window (F) to Manual, be Peiper and hand off the rest of the army over to Elmer, etc. And you can also grab adjacent formations to control for a turn or two as needed. This featured appeared in TOAW III.

Good luck.
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Vietnam Combat Operations by Stéphane MOUTIN LUYAT aka Boonierat.
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terry1040
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RE: Unit AI

Post by terry1040 »

I noticed that in several scenarios, some formations have pre-defined & activated orders for the PO.

If I want to run everything myself, how can I de-activate those orders before the game starts? The problem arises, when playing the side that goes second.
For example in Fulda 76, the NATO side has PO orders pre-defined and activated.

Depending on the situation after the Soviet Turn, there will be for example automatic airstrikes against some Soviet units by Nato before the player is able to enter the turn and de-activate those orders.

Any ideas?

Cheers
Terry
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sPzAbt653
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RE: Unit AI

Post by sPzAbt653 »

It has been said that if you start a scenario in Hot Seat Mode that the PO Orders will be canceled.
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sPzAbt653
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RE: Unit AI

Post by sPzAbt653 »

Aircraft Missions are different, they will not be canceled due to starting in Hot Seat. To change that, you can use the Editor to assign all Air Units to Rest.
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