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? on Fulda Gap '85 and other HPS games
10-30-2013, 11:21 AM, (This post was last modified: 10-30-2013, 11:25 AM by Aaron.)
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RE: ? on Fulda Gap '85 and other HPS games
(10-30-2013, 10:44 AM)Kingfish Wrote: As I understand it, the AI in some scenarios begin with a predetermined objective or mission. For example, in Fulda Gap '85 the Russian 39th Guards MR division is tasked with the capture of Fulda. If during the advance an AI controlled stack is subject to an air interdiction strike does that stack lose its "coding" for lack of a better word, and no longer knows what to do?

No, it still has its objective intill another objective takes its place if there is another. Its all set by turns so you say turn 1 go here and then you could say turn 8 go here so you can chain them together. The problem is if they are interdicted or a stacking limit was reached on the road in front of them they might drive off into the woods then when turn 8 is reach for the new objective it hasnt even reached the first objective yet so things start to fall apart.

As each turn goes by the AI falls apart even more. When setting up mine i will have about 5 objectives in the first 10 turns but as the game goes on you cant guess perfect where every unit will be on turn 15 so i make it a more general objective, i start setting objectives by Bn the first 10 turns but by turn 20 its a divisional objective.

Aaron
Rangers Lead the Way
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RE: ? on Fulda Gap '85 and other HPS games - by Aaron - 10-30-2013, 11:21 AM

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