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Elmer and Handicap questions

Posted: Mon Dec 27, 2010 6:22 am
by gradenko2k
Hi everyone,

I'm quite new to the 3.4 and I had a few questions regarding handicaps and the Elmer PO-assist feature:

1. What exactly do the handicaps, such as Computer+1, do? The manual is a little vague on the actual effects, and in-game values don't seem to change either.

2. Do the handicap bonuses still apply even while using Basic Rules? It's a little confusing since handicaps were tied with Advanced Rules before, but now they aren't.

3. Do the handicap bonuses still apply even while using Elmer PO assist? If so, which one? That is, if I start a game as Human Allies vs. Computer Axis, then I use the Elmer PO to move my Allied units, and the game is currently set to Computer+1, which side gets the bonus?

I'm speculating that only the German side does, since they're completely under the control of the PO.

The Elmer AI Mode Primer has this quote:
Optional Full AI Mode:
· This mode uses the hot key to toggle on the AI-assisted mode. Use this feature to set formation
orders, objectives and tolerance limits for the entire turn – not just the current phase.
· Instead of invoking the AI-assisted movement with one of the keys, you can actually go the Play
Menu, Computer Player and then select the current side as the computer player.

4. Which hotkey is this? I can't find it in either the manual or KeyCommands.txt

Is it correct that this hotkey implies the ability to let the computer take over for one and just one turn? I get the idea of using the play menu, but that one will run the scenario indefinitely under computer control unless you interrupt it.

5. Finally, assuming you did use the play menu and let the computer completely take over the Allied side temporarily, would this change how handicaps are applied? I get the feeling this would mean that the Allies would get the Computer+1 bonus as well.

Thanks for the help!

EDIT: By the way, I've been poking around the .GAM files when saving a scenario as XML, and I was wondering if there's a guide to the various tags and variables within.

RE: Elmer and Handicap questions

Posted: Mon Dec 27, 2010 10:57 am
by Oberst_Klink
EDIT: By the way, I've been poking around the .GAM files when saving a scenario as XML, and I was wondering if there's a guide to the various tags and variables within.

Working on a OOB and TO&E project utilising the .gam/.xml game and oob files. I personally recommend Notepad++ to work with. I asked Ralph Trickey to post an annex that explains various tags etc. You're more than welcome to get in touch with me, cos' you seem to be a lad one can work with .xml and more. So, drop me a line mate!

kLiNk, Oberst

RE: Elmer and Handicap questions

Posted: Tue Jan 04, 2011 9:44 pm
by larryfulkerson
ORIGINAL: Oberst_Klink
I personally recommend Notepad++ to work with.
kLiNk, Oberst
I just downloaded NP++ and wanted to thank you for recommending it.

RE: Elmer and Handicap questions

Posted: Wed Jan 12, 2011 1:23 am
by ralphtricky
ORIGINAL: gradenko_2000

Hi everyone,

I'm quite new to the 3.4 and I had a few questions regarding handicaps and the Elmer PO-assist feature:

1. What exactly do the handicaps, such as Computer+1, do? The manual is a little vague on the actual effects, and in-game values don't seem to change either.

2. Do the handicap bonuses still apply even while using Basic Rules? It's a little confusing since handicaps were tied with Advanced Rules before, but now they aren't.

3. Do the handicap bonuses still apply even while using Elmer PO assist? If so, which one? That is, if I start a game as Human Allies vs. Computer Axis, then I use the Elmer PO to move my Allied units, and the game is currently set to Computer+1, which side gets the bonus?

I'm speculating that only the German side does, since they're completely under the control of the PO.

The Elmer AI Mode Primer has this quote:
Optional Full AI Mode:
· This mode uses the hot key to toggle on the AI-assisted mode. Use this feature to set formation
orders, objectives and tolerance limits for the entire turn – not just the current phase.
· Instead of invoking the AI-assisted movement with one of the keys, you can actually go the Play
Menu, Computer Player and then select the current side as the computer player.

4. Which hotkey is this? I can't find it in either the manual or KeyCommands.txt

Is it correct that this hotkey implies the ability to let the computer take over for one and just one turn? I get the idea of using the play menu, but that one will run the scenario indefinitely under computer control unless you interrupt it.

5. Finally, assuming you did use the play menu and let the computer completely take over the Allied side temporarily, would this change how handicaps are applied? I get the feeling this would mean that the Allies would get the Computer+1 bonus as well.

Thanks for the help!

EDIT: By the way, I've been poking around the .GAM files when saving a scenario as XML, and I was wondering if there's a guide to the various tags and variables within.
The handicaps do things like make supply better, morale better, rounds less likely to end early, etc. They're really meant to help the AI in subtle ways. Overall the effects are fairly minor, this isn't a +10% to attack or anything simple like that. They ONLY take effect if Elmer is moving a side, not for Elmer Assist. They are probably effective in Basic mode. They probably were before too.

The keys are \ and |, \ switches modes and | moves your units. Clicking on the shield on the right hand side also switches modes and shift-click will move your units. They don't move for the entire turn, they only move, you have to review the combats planned, and hit end turn (Or E1 if you like the keyboard.)

The End turn comfirmation dialog now shows whether you're going to end the turn because no combat is planned or you're going to initiate combat.

Ralph