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RE: AE Land and AI Issues
Posted: Thu Dec 03, 2009 9:41 pm
by Andy Mac
Havent even seen CAP fly as the units become all disabled
The rest is same as it always has been units fight at 25% effectiveness when out of supply but they still fight thats not an AE AI cheat thats as it has been since year dot of stock
p.s. its the same for players
RE: AE Land and AI Issues
Posted: Thu Dec 03, 2009 9:42 pm
by Andy Mac
If you have an example send me a save but this doesnt sound like an AI cheat
RE: AE Land and AI Issues
Posted: Thu Dec 03, 2009 10:38 pm
by Andy Mac
I amn specifically looking for feedback from anyone who has attacked.
India
NZ
Fiji
or Australia v the AI
Andy
RE: AE Land and AI Issues
Posted: Fri Dec 04, 2009 4:45 am
by gingerbread
Expanding SPS size 0 ports is slow as stated by designers, but it seems that it is enough to get to 10% to get a level increase - can anyone confirm?
/g
RE: AE Land and AI Issues
Posted: Fri Dec 04, 2009 7:39 pm
by Andy Mac
Sorry I dont understand the question
RE: AE Land and AI Issues
Posted: Sun Dec 06, 2009 7:22 am
by FOW
Re 5th British Division
This unit arrives in Mombasa in late May 42, with a withdrawal date of 200+ days (can't recall the exact detail.
But this unit is permanently restricted to India Command(R).
What's the point of it? - you can't change command, or transport, or even disband it !!!
Is this correct (in database terms)?
(Patch 2 Beta, Grand campaign, Allies vs Jap AI, started under original version)
RE: AE Land and AI Issues
Posted: Sun Dec 06, 2009 10:34 am
by Andy Mac
The unit was removed in patch 1 OOB update
RE: AE Land and AI Issues
Posted: Sun Dec 06, 2009 3:04 pm
by FOW
ORIGINAL: Andy Mac
The unit was removed in patch 1 OOB update
Thanks Andy - I suppose if I'd started a new game it would not be there - I'll just ignore it then
RE: AE Land and AI Issues
Posted: Tue Dec 08, 2009 3:24 pm
by tbridges
When LCUs are given orders to move to a new location that is several hexes away, and there is more than one way to get to that location, how does the unit decide which path to follow? In other words, if the destination is three hexes away directly through a jungle or 7 seven hexes away if it chooses a roundabout route by sticking to a road - what happens?
Does it compute the lowest possible movement cost and take that route?
RE: AE Land and AI Issues
Posted: Tue Dec 08, 2009 9:15 pm
by BigJ62
It uses the fastest route and while avoiding enemy.
RE: AE Land and AI Issues
Posted: Wed Dec 09, 2009 12:07 am
by tbridges
Thanks
RE: AE Land and AI Issues
Posted: Wed Dec 09, 2009 2:27 am
by erstad
ORIGINAL: BigJ62
It uses the fastest route and while avoiding enemy.
Related question - if you are one hex away it appears to always move directly. Is there a way to make it take the quickest path rather than the shortest, other than moving one hex at a time? Particularly an issue when a road through bad terrain bends.
RE: AE Land and AI Issues
Posted: Wed Dec 09, 2009 8:14 am
by HansBolter
ORIGINAL: erstad
ORIGINAL: BigJ62
It uses the fastest route and while avoiding enemy.
Related question - if you are one hex away it appears to always move directly. Is there a way to make it take the quickest path rather than the shortest, other than moving one hex at a time? Particularly an issue when a road through bad terrain bends.
Could the devs please, please take a look at this as it doesn't seem to be working as designed.
Units trekking across Auatralia via the rail/trail route to Darwin inevitably go off the trail and into heavy terrain when given an order to move from the rail head to the next town.
If you don't give them hex by hex marching orders they go astray. There are no enemy units on the continent that could or should be affecting the route determination.
RE: AE Land and AI Issues
Posted: Wed Dec 09, 2009 10:17 am
by BigJ62
This a feature called direct hex movement when setting destination to an adjacent hex.
ORIGINAL: erstad
ORIGINAL: BigJ62
It uses the fastest route and while avoiding enemy.
Related question - if you are one hex away it appears to always move directly. Is there a way to make it take the quickest path rather than the shortest, other than moving one hex at a time? Particularly an issue when a road through bad terrain bends.
RE: AE Land and AI Issues
Posted: Wed Dec 09, 2009 10:19 am
by BigJ62
What version are you referring to? We made improvements to this in patch 2.
ORIGINAL: HansBolter
ORIGINAL: erstad
ORIGINAL: BigJ62
It uses the fastest route and while avoiding enemy.
Related question - if you are one hex away it appears to always move directly. Is there a way to make it take the quickest path rather than the shortest, other than moving one hex at a time? Particularly an issue when a road through bad terrain bends.
Could the devs please, please take a look at this as it doesn't seem to be working as designed.
Units trekking across Auatralia via the rail/trail route to Darwin inevitably go off the trail and into heavy terrain when given an order to move from the rail head to the next town.
If you don't give them hex by hex marching orders they go astray. There are no enemy units on the continent that could or should be affecting the route determination.
RE: AE Land and AI Issues
Posted: Wed Dec 09, 2009 11:16 am
by HansBolter
Was referring to Patch 1. Just downloaded patch 2. Will watch for the improvement. Thanks.
RE: AE Land and AI Issues
Posted: Fri Dec 18, 2009 8:03 pm
by bsq
Some device issues
LVT(A)4 (Device 1188) only has a build rate of 4 PCM, given that 1840 were built for the US Army and USMC, the rate seems very low (
http://www.wwiivehicles.com/usa/amphibious/lvt.asp).
The 17 pdr seems to take the least powerful of it's ammunition types to determine it's anti armour, whereas M3 equiped vehicles (M26 and M36) take the most powerful of it's ammunition types - why the discrepancy. Either the figures should be 220/206 or 120/140, not the 220/140 currently used (M3/OQF 17 Pdr). As things stand the 6 pdr is a more capable weapon (which it was not).
RE: AE Land and AI Issues
Posted: Tue Dec 22, 2009 5:01 pm
by Chris21wen
2nd USMC Air wing is shown as a US Army unit.
RE: AE Land and AI Issues
Posted: Tue Dec 22, 2009 9:04 pm
by khyberbill
How many of those 1840 were sent to Europe?
RE: AE Land and AI Issues
Posted: Fri Dec 25, 2009 5:22 pm
by witpqs
Andy,
Question re Ironman scenario.
A while back it was discovered in the main GC scenario that a bunch of Soviet bases gradually starve over the long run because they can't supplied while the Soviets are inactive (I think it's the ones that are off of the road/rail net). IIRC some kind of adjustment was made to fix/mitigate the problem.
Was the fix applied to the Ironman sceanrio?