Reaction and embarked troops

Trade tips and tricks, workarounds maps, and graphics mods. Why certain scenarios or campaigns are favorites, or how to improve stinkers. Attach your work to share/critique.

Moderator: MOD_SPWaW

Post Reply
User avatar
CatLord
Posts: 312
Joined: Mon Oct 21, 2002 1:35 pm
Location: Lausanne, Switzerland
Contact:

Reaction and embarked troops

Post by CatLord »

Hi all,

I am currently going through the first correction of my "A Tribute to Lawrence of Arabia" scenario.

The scenario was designed for two players, but some people test it solo, so I have to set way points for the Germans AI, otherwise they do not move and are slaughtered...

Now, I need your help:

- In the HQ screen, you can set "Reaction" between 1 and 99, was is it used for ? Has 99 a particular meaning ? I was hoping it was to set which turn the unit begins to move according to its way points. Am I right ?

- Embarked troop: I have a problem with embarked troop: whether they never disembarked, or they disembarked when I don't want them to.

E.g.: The German A0 was too exposed, I change that by moving them somewhere else on the map and buying them a car (A Mercedes :D ). I want to move them south out of the combat zone: I embarked them and set them waypoint to the South, Reaction: 1 (I want them to move the first turn, is that what reaction is for ?). When the scenario start, they disembarked, and march south, while the mercedes is trying to quit the map without even be routed or retreating ! :eek: There is definitely something I do not understand there...

Second example: I have troops embarked in the train, I set Reaction to 2, a way point 3 or 4 hex away from them, and they never disembarked but if I shoot the train car they are in... :confused:

Third example: I have troops embarked in armored transport (sort of trucks on tracks with a MG, but not the usual Germans half-tracks). I designed the scenario so that they should be usefull (they got 1 MG), but not as dready for infantry as normal Germans half-tracks (with 2 MG). Reaction set to 2. After the first turn, the troops disembarked, and the transporters flee toward the back of the map, even when their orders is to defend an hex in front of them... Why, oh why ?


Help, I do not understand all that !!! :(

Cat
Member of the Revolution Under Siege development team.
User avatar
Redleg
Posts: 1317
Joined: Tue May 23, 2000 8:00 am

Post by Redleg »

You are into some hard to understand stuff inside the "guts" of SPWAW. At least it is hard for me to get.

First, if your scenario is a meeting engagement, it is quite likely that the reaction time is not going to work. The reaction time is the number of turns before the AI begins to execute the way points.

Second, if your scenario is designed for two players, any similarity between outcomes when it is played against the AI is purely coincidental. You can, however observe AI behavior to see how things work. Two-player battles are the most difficult to design because it is hard to invest the time/effort in finding two players who will test it.

If your troops are on a ship, all I can say is "lots of luck". One of the most difficult things there is to control. The only way I have found to get the AI to unload troops at a shoreline is to have a straight-line from their location to the opposite side of the board. Forget about getting ships to obey any deviations.

A train is just like any other vehicle. The AI will not unload unless fired upon or unless an enemy unit is in the next hex.

Transport vehicles are *very* difficult for the AI to use. When fired upon, they will unload and head for the officer's club.

When designing for AI play, keep in mind that the AI is about as dumb as a fencepost and although it has been "told" many things, there are many more things it just cannot know and do.

You are asking the AI to do a lot of things it just cannot do. Another example of the difference between scenarios designed for humans and those designed for AI play.

You will find that there are too many variables about AI behavior to list here but in general, if the AI is defending (or thinks it is defending), it will tend to obey its instructions better. In general, that is.

A good way to begin is with a couple of *small*, *simple* scenarios and play them, watching what the AI does or doesn't do. If you keep it small and simple, you will be able to remember what unit is supposed to do what.

Good luck and have fun! It will come.
Bing
Posts: 1342
Joined: Sat May 20, 2000 8:00 am
Location: Gaylord, MI, USA

Post by Bing »

Second the motion on reaction: No matter what I did, could not get it to work in a Meeting Engagement. Had to change the scenario type to Soviet Assault, therefore German defend before "Reaction" set in.

Use the Search capability on the Matrix Forum. Just fill "reaction" in the box, limit the search to SPWAW and I think about four or five threads down you will find one titled "Reaction" - good stuff there and it helped me a lot.

Whatever can be said about the current forum software, it is vastly superior in the search dept. compared to before, but do remember to set the spinner to SPWAW only, or the search will take forever.

Bing
"For Those That Fought For It, Freedom Has a Taste And A Meaning The Protected Will Never Know. " -
From the 101st Airborne Division Association Website
User avatar
wulfir
Posts: 159
Joined: Tue Sep 11, 2001 8:00 am
Location: Sweden

Post by wulfir »

Originally posted by Redleg
Transport vehicles are *very* difficult for the AI to use. When fired upon, they will unload and head for the officer's club.
lol :D
Semper in Primis
Post Reply

Return to “SP:WaW Scenarios/Campaigns”