Scenario Design Question

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leek
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Scenario Design Question

Post by leek »

Under the Scenario Header for selecting Mission Type the manual mentions to select the mission type for when that side is played by the AI it will play it according to the type of mission selected. I understand the Allied & Axis number for aggression factor, but what side is the mission type selected for? If the Allied is the attacker and the Axis is the Defender do you select Static Defense because Allied has the first move or is it the other way around?
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Jason Petho
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RE: Scenario Design Question

Post by Jason Petho »

ORIGINAL: leek

but what side is the mission type selected for?

It is for whichever side is playing the AI, assuming it as an AI designed scenario.

Keep in mind, that the setting has no purpose at the moment. Only the agression factor you mentioned above is relevent.

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leek
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RE: Scenario Design Question

Post by leek »

Thank you,

Lee
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junk2drive
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RE: Scenario Design Question

Post by junk2drive »

If the AI is defending and I choose Static Defense, will the AI just sit and wait? What if I want the AI to counter attack? Or be proactive? (I can fix some of the AI units to prevent wandering.)
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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Jason Petho
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RE: Scenario Design Question

Post by Jason Petho »

ORIGINAL: junk2drive

If the AI is defending and I choose Static Defense, will the AI just sit and wait? What if I want the AI to counter attack? Or be proactive? (I can fix some of the AI units to prevent wandering.)

Setting the aggressiveness level will determine how the AI will react.

0 is stand and do nothing.

100 is aggressive.

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junk2drive
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RE: Scenario Design Question

Post by junk2drive »

If I choose non specific and AI 100, what tricks are there to induce the AI to move/attack in a certain direction or to a location?
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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Jason Petho
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RE: Scenario Design Question

Post by Jason Petho »

ORIGINAL: junk2drive

If I choose non specific and AI 100, what tricks are there to induce the AI to move/attack in a certain direction or to a location?

Place a VP location that will be captured early.

That will trigger the AI to recapture the VP location

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junk2drive
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RE: Scenario Design Question

Post by junk2drive »

Thanks. I tried that. It worked AI vs AI but as soon as I try manual vs computer the AI sends the units to a different VL away from the action.
 
It's as if the AI rolls a die to see how it is going to act.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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Jason Petho
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RE: Scenario Design Question

Post by Jason Petho »

ORIGINAL: junk2drive

Thanks. I tried that. It worked AI vs AI but as soon as I try manual vs computer the AI sends the units to a different VL away from the action.

It's as if the AI rolls a die to see how it is going to act.

Is the other Victory Location worth more? Is it necessary? Lower the aggressiveness to 80?

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junk2drive
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RE: Scenario Design Question

Post by junk2drive »

I tried placing a 100 pt VL in the center on the map and changed the main VL to 50. The units still move to the 50. I suppose I can move the units to the other side of the map so that they have to cross paths with the enemy to get to the "wrong" VL.
 
Or give up on vs AI scens.
 
Thanks for all your help.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
1925frank
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RE: Scenario Design Question

Post by 1925frank »

I've designed scenarios where AI reinforcements come in, find a comfortable spot next to a lake, and then sit out the battle cooking hotdogs.  I learned from that not to have the reinforcements come in too distant from any victory hexes.  I also learned not to have troops loaded on trucks, because the trucks will rush to the front and get obliterated with the troops on board.
 
I haven't experimented with how the AI behaves, and my experience designing scenarios is limited.  Are there some general things to try to do and to try to avoid, and are there some general techniques to get the AI to act in a desired way?  Placing victory hexes closeby is one general rule, but as junk2drive points out, even then you have to monitor how the AI responds and try to design around it.  If you want the AI to move, keep the aggression level at or near 100 is another general rule.
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