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Erratic behavior in Scenario Editor SOP

Posted: Mon Jan 12, 2026 4:10 pm
by DIVM
Hi! I was messing around with the scenario editor and start checking the possibilities for future mods.

I made something simple, to test out the process and setup, adding an US tank platoon and a Soviet one. However, when I went to test it out the behavior of the units seemed erratic. When I played it as US:
screenshot.jpeg
screenshot.jpeg (975.31 KiB) Viewed 2051 times
Firstly, none of the platoons are shooting. I modified the SOP both in the Scenario Editor and in the game itself when starting the scenario, but it won't really change the actual Fire Discipline range of the US unit unless I change the SOP Preset entirely.

Second, I'm not sure why the Soviet unit isn't able to see the US unit at just two hexes away, in pretty much open field (only 20% concealment). It does see it as soon as I start a movement, but it doesn't feel like a normal behavior.

Now, when I played as Warsaw, with the previous SOP, it all goes as expected. But now I was curious why the Soviet unit couldn't see the US unit, so I changed both units SOP to Hold Fire. However, as soon as I start, or like a 1-2 in-game minutes, the US unit change its own SOP to IFV Attack. Is that how the AI has been designed? will it modify its own SOP during the course of the game?

Thanks!

Re: Erratic behavior in Scenario Editor SOP

Posted: Mon Jan 12, 2026 5:23 pm
by CapnDarwin
As for the range and spotting the US unit, it is only visible at 500m if not moving or shooting, if you are showing the spottable range. I will look at the code and see if we have an issue with the spottable range in open terrain, as that distance and cover seem a bit odd. As for SOPs and AI use, is there a VP on the map? Lacking one may cause unintended actions by the AI unit.

Re: Erratic behavior in Scenario Editor SOP

Posted: Tue Jan 13, 2026 12:47 am
by DIVM
Yes, there is a VP on the map,it was below the Soviet unit so the previous screenshot didn't show it (that screenshot was the SOP view of the US unit, showing how the Fire Range wasn't changing according to the edits I did both in scenario editor and within the game). I'm attaching a new screenshot below.

Also, in this new screenshot you can see the LOS of the Soviet unit (it has 44 visibility for the hex the US unit in at, and 48 from the VP hex where it moves to during the turn). I believe the US unit should be fairly visible?
screenshot-02.jpeg
screenshot-02.jpeg (463.88 KiB) Viewed 1761 times

Re: Erratic behavior in Scenario Editor SOP

Posted: Wed Jan 14, 2026 1:53 pm
by CapnDarwin
Sorry, I'm kind of crazy busy with the day job, dealing with a ton of data and code work for the 03 update, and looking at stuff for the pending 02 update. Spotting is a dual-action mechanic. The spotter needs to be able to see into a hex and that is what the LOS overlay shows as well a rough percentage of how well that location is seen. The second piece is the target unit's signature. This is shown by the spottable overlay for a unit. In most cases, you, as a player, do not see this as the enemy, which is hidden until it is seen. In the test case you are using, units are set down in range of each other but do not move into range with each other; the signature of movement is much larger than sitting still, and once a unit fires, the signature is at maximum range. To be spotted, you need both LOS on the target, and the target must have a signature that overlaps your spotter. In that case, LOS is established, and it may be possible to achieve a line of fire and engage the target if the weapon can deal damage.

I am looking at a small improvement to increase the visual signature of a unit in relatively clear terrain that should help units see at a longer range. There is always the size and type of target and sensors used that alter the ranges. Spottable also has different detection ranges for visual, thermal, and radar systems. Lots of moving parts, and we get the occasional corner case that needs to be defined better, and this may be one of those cases.