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Objectives, creating/influencing AI behavior

Posted: Mon Mar 30, 2015 11:47 am
by carll11
so, setting up objectives on your map, the AI forces must have a priority to 'take' them? Maybe a way to enhance AI game behavior and playability? ( ANY contributions on that score would be welcome;))


a 250 pt. obj. before a 150 pt obj.?

WHEN they take the 250 pt. obj., will they ( if they are short of victory points) move on to take a higher numbered objective? or any objective to say reach a 500 pt. major victory plateau?



RE: Objectives, creating/influencing AI behavior

Posted: Mon Mar 30, 2015 1:45 pm
by James Ward
I have found that it is easier to influence the attacking AI behavior by having a lot of objectives near where you want it to go. For example if you want it to attack down a road string objectives near and along the road. It seems to choose the closest one first and then go to the next closest. The point value doesn't seem to be as important.
One exception seems to be an exit VP location. The AI seems to value that higher than anything else and will send everything towards it if the map is small enough.
If you are doing a defensive AI make sure you put a combat unit in each one or the AI will move units to it and they may not be the ones you would move to it. Also if you have a defensive AI and use an exit hex it will move a lot of forces to cover it. Sometimes it is easier to put a company of the weakest infantry around it and fix them for the entire scenario even if it screws up history so the AI doesn't move every unit to it.

RE: Objectives, creating/influencing AI behavior

Posted: Sat Apr 04, 2015 7:20 pm
by carll11
thx!!