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No-go terrain for the AI?
Posted: Wed Nov 20, 2013 10:14 am
by Panta_slith
How can I make a terrain impassable (or at least, discouraging) by the AI? I tried mining a road but if that works for H2H games, the AI just attempts to breach the minefields. Will I have to modify the map itself?
RE: No-go terrain for the AI?
Posted: Wed Nov 20, 2013 10:21 am
by CapnDarwin
What specifically are you trying to do? There is no impassible terrain currently in the game.
RE: No-go terrain for the AI?
Posted: Wed Nov 20, 2013 10:42 am
by Panta_slith
I am trying to funnel the AI-managed units to use just a part of the map. I suppose that the AI will prefer bridged roads as well.
RE: No-go terrain for the AI?
Posted: Wed Nov 20, 2013 11:23 am
by CapnDarwin
Are you wanting a smaller map or to lead the AI down a given route?
RE: No-go terrain for the AI?
Posted: Wed Nov 20, 2013 11:25 am
by CapnDarwin
I'mggoing to move this to MR's scenario school sub-forum too. He will be able to better explain how he funnels the AI in game.
RE: No-go terrain for the AI?
Posted: Wed Nov 20, 2013 12:10 pm
by Mad Russian
The key should be the Victory Locations. Don't use many and the AI will be more direct.
Good Hunting.
MR
RE: No-go terrain for the AI?
Posted: Wed Nov 20, 2013 1:21 pm
by Panta_slith
Tx
RE: No-go terrain for the AI?
Posted: Wed Nov 20, 2013 8:48 pm
by Mad Russian
Also, you can make restrictive terrain on the maps by using chemical contamination markers. If you want both sides to know of the restrictions alternate every other hex with them. Units won't knowingly go there and if they do they will take losses.
WP chemical marker, then NATO chemical marker, etc. until you get the area you want. By alternating them each side will see it's own markers in every other hex and know where the border is.
Good Hunting.
MR