Scenario start stance of defending troops
Posted: Sat Oct 21, 2006 3:07 pm
Just playing Olympus Foothills of the Gods, defending as the Allies and wondered why the AI would not bombard with any of my arty or mortars. Checked this out on a simpler scenario (try Tanks at Platamon as Allies) and found that the problem appears to be that at the start all defending troops have the order "waiting" instead of "defending". This means they do just that and will not bombard. They will of course use direct fire and infantry units "waiting" will attempt to regain their positions if forced to retreat.
To test - start Tanks at Platamon as allies and highlight either the mortar platoon or the FA Battery. You will notice their orders are "waiting". Run the scenario on fast and just leave it to run, you will notice not a single bombard mission and no arty ammo is used (unless they fire the occasional round of direct fire).
If you take the arty under direct control you can bombard of course, and after your first fire order has finished you will notice that the unit goes to "on call" and the AI will use it as it wishes. Set the unit to "reattach" and it will go straight back to "waiting" and do nothing.
This also affects supply. Leave the scenario running until 2300 ir so and you will also notice that while the Base receives its supplies, no supplies will be sent out to anyone 'cos the base also has a "waiting" order.
I attempted to work round this and tried a defend in situ order to the Bn. Fine so far as it goes, all the units then went to "defend" and the arty went to "on call" but the engineer unit left its entrenchments and moved to another position next to Bn HQ. Problem with the "in situ" order is that while the arty will bombard under AI control, if an infantry unit is forced to retreat then it will stay where it retreated to 'cos it has an "in situ" order! This means they then have to be micro-managed back into their entrenchments - may be practical in a small scenarion but impossible in a large one. As is taking every mortar platoon and battery under direct control so they will bombard and then remembering to reattach them when the parent Bn is givien new orders that will cancel out the "waiting" order.
Back to supply, if you leave the scenario running 'til 2300 again (using the in situ workaround), you will now notice that supplies go out to units as they should. Maybe this also explains some of the problems reported with no supplies getting through - you have to set all defending supply bases to defend in situ otherwise they won't do anything untill they get new orders.
As a third test - start the scenario as the Germans and you will notice that all the defenders start moving around. Stop the scenario after a short while (30 mins will do) and surrender. When you look at the Allies positions you will find that most of them will have left their entrenchments and decided to take up new positions - some, like the engineers, might even have left the area completely. This must be because the Allied AI as soon as the scenario starts has given a "defend" order so forcing a replan. Consequence of course is that all the hard work of the scenario designer in setting up a defence can be wasted.
Lastly, this problem dates back to HTTR (if not to RDOA) as well. I noticed this in one of the Nijmegan scenarios and wondered why most of the German bridge guards immediately left their bridges to attack the Groesbeek Heights. I made a mod and changed all the infantry units to static ones to solve the problem. Unfortunately I didn't realise its significance at the time.
Any thoughts?
Martin
To test - start Tanks at Platamon as allies and highlight either the mortar platoon or the FA Battery. You will notice their orders are "waiting". Run the scenario on fast and just leave it to run, you will notice not a single bombard mission and no arty ammo is used (unless they fire the occasional round of direct fire).
If you take the arty under direct control you can bombard of course, and after your first fire order has finished you will notice that the unit goes to "on call" and the AI will use it as it wishes. Set the unit to "reattach" and it will go straight back to "waiting" and do nothing.
This also affects supply. Leave the scenario running until 2300 ir so and you will also notice that while the Base receives its supplies, no supplies will be sent out to anyone 'cos the base also has a "waiting" order.
I attempted to work round this and tried a defend in situ order to the Bn. Fine so far as it goes, all the units then went to "defend" and the arty went to "on call" but the engineer unit left its entrenchments and moved to another position next to Bn HQ. Problem with the "in situ" order is that while the arty will bombard under AI control, if an infantry unit is forced to retreat then it will stay where it retreated to 'cos it has an "in situ" order! This means they then have to be micro-managed back into their entrenchments - may be practical in a small scenarion but impossible in a large one. As is taking every mortar platoon and battery under direct control so they will bombard and then remembering to reattach them when the parent Bn is givien new orders that will cancel out the "waiting" order.
Back to supply, if you leave the scenario running 'til 2300 again (using the in situ workaround), you will now notice that supplies go out to units as they should. Maybe this also explains some of the problems reported with no supplies getting through - you have to set all defending supply bases to defend in situ otherwise they won't do anything untill they get new orders.
As a third test - start the scenario as the Germans and you will notice that all the defenders start moving around. Stop the scenario after a short while (30 mins will do) and surrender. When you look at the Allies positions you will find that most of them will have left their entrenchments and decided to take up new positions - some, like the engineers, might even have left the area completely. This must be because the Allied AI as soon as the scenario starts has given a "defend" order so forcing a replan. Consequence of course is that all the hard work of the scenario designer in setting up a defence can be wasted.
Lastly, this problem dates back to HTTR (if not to RDOA) as well. I noticed this in one of the Nijmegan scenarios and wondered why most of the German bridge guards immediately left their bridges to attack the Groesbeek Heights. I made a mod and changed all the infantry units to static ones to solve the problem. Unfortunately I didn't realise its significance at the time.
Any thoughts?
Martin