AI units won't sit in cover.

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jonj01
Posts: 233
Joined: Fri Feb 21, 2014 12:57 am

AI units won't sit in cover.

Post by jonj01 »

This is probably to Tom.
Version 1.06. Custom designed scenario. AI units regular soviets. AI stance hold. Turn for re-evaluation, 8+ turns from turn of bad behavior. Units HIP. No FG, MG, or patrol groups. All victory and AI importance hexes clearly in AI control.

The problem is the units are leaving woods and buildings moving towards an enemy 12+ hexes away. I set the AI stance to hold..the most restrictive AI stance. There is really no cover where they are moving except wheatfields. The last time I set up units in wheatfields the human player just overran all the units easily. So I don't want the units going there.

I don't want to "fix" any of the units for the whole scenario, as there is a major counterattack that occurs when AI reinforcements arrive..that's the turn I allow the AI to reevaluate it's stance. Using Patrol Groups to hold the units won't really work...as the AI will probably ignore the move and patrol hexes once contact with the enemy is raised.

Is there anyway we can get a "fixed" setting for units with a turn off turn? A fixed setting with a turn limit...would simulate orders to stay put unless the enemy is on you.

Thanks for all your help Tom.

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Tom Proudfoot
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Joined: Tue Apr 25, 2000 2:00 pm
Location: Alameda, CA
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RE: AI units won't sit in cover.

Post by Tom Proudfoot »

Yeah, that sounds useful, I'll see if I can add that. In the meantime, can you set them to just arrive on that turn, or are they already visible/shooting at the human before then?
jonj01
Posts: 233
Joined: Fri Feb 21, 2014 12:57 am

RE: AI units won't sit in cover.

Post by jonj01 »

No, I can have them arrive at a later turn. That should work..

Thanks
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