 |
|
Home |
|
|
Communication |
| |
|
News |
| |
|
Site Info |
| |
|
Links |
| |
|
|
WW2 History |
| |
|
Military Tactics |
| |
|
|
Reference Guide |
|
|
The Basics |
| |
|
Display/Control |
| |
|
Infantry |
| |
|
Airborne |
| |
|
Mech |
| |
|
Armor |
| |
|
Airpower |
| |
|
Special Ops |
| |
|
Upgrades |
| |
|
Generals |
| | |
|
 |
|
|
|
| AXIS-AND-ALLIES.COM: Forums |
|
|
|
|
| Author |
Message |
Gizmotron

Joined: May 10, 2011
Last Seen: May 23, 2012
Hits Total: 3443
Posts: 204
Badges 08/80 Level 023

Last Shout: No Shouts Yet
![cssbody=[nukePIEbody2] cssheader=[nukePIEhdr2] header=[1000 Hits to the Website] body=[] singleclickstop=[On]](bbeditor/images/transparent.gif) ![cssbody=[nukePIEbody2] cssheader=[nukePIEhdr2] header=[25 Time Winner: User of the Day] body=[] singleclickstop=[On]](bbeditor/images/transparent.gif) ![cssbody=[nukePIEbody2] cssheader=[nukePIEhdr2] header=[100 Posts in the Forums] body=[] singleclickstop=[On]](bbeditor/images/transparent.gif)
|
Posted:
Tue Jul 05, 2011 8:24 pm |
|
so I've been working on a medim-sized map with three armies. the first army is British infantry. the second is Japanese infantry. the third is also Japanese.
I designed the map so that the third army creates a zone of supply for the second army. I realized that all actors needed to be "locked" at the start-- otherwise the AI would pack up all of the depots and send them into the hills (cutting off their own supply lines). I solved that problem by locking all of the actors AND creating a third army to provide a chain of supply for the second.
the British (player's forces) need to destroy the chain of supply depots extending from the mountains down to a city (with no city center, just lots of tents). the player ALSO needs to capture a nearby city and destroy the chain of supply depots (all actors locked prior to game-play, otherwise they'd all pack up and roll back to the city in the mountains!)
once the city is captured, and the supply depots destroyed, the four remaining infantry tents are "out of supply" and won't be able to keep generating new armies.
my problem is this-- the mission is designed so that neither Japanese army has an Corps HQ. if they did it wouldn't really be possible to completely cut off all paths of supply to the infantry tents and bunkers! although I've managed to get it to work in the short-term, the longer the mission goes on the more likely the AI will summon a new HQ and make the mission
even after creating triggers that supposedly restrict these Japanese armies from gaining a dynamic corps HQ-- without fail they always manage to get another one.
my best guess is to put a time-limit on the game so it ends before the AI can summon a new HQ. the down-side to this is it means I have to pack on a lot more tents to the player's side in order to get things done fast enough. (although I designed this mission with Wingate's special ops in mind, paratroops could probably do the same thing as the saboteur, and it would give the player more chances to use economic aid and the infantry resupply (which will prove pretty important, as there would be no way to NOT use it if the game had a time limit!) |
| |
|
|
 |
OwNVictoryHour

Joined: Oct 26, 2009
Last Seen: Jan 29, 2012
Hits Total: 1552
Posts: 106
Location: CO
Badges 04/80 Level 013

Last Shout: Yep Lets Get This Site and Game to new people.
![cssbody=[nukePIEbody2] cssheader=[nukePIEhdr2] header=[1000 Hits to the Website] body=[] singleclickstop=[On]](bbeditor/images/transparent.gif) ![cssbody=[nukePIEbody2] cssheader=[nukePIEhdr2] header=[10 Time Winner: User of the Day] body=[] singleclickstop=[On]](bbeditor/images/transparent.gif) ![cssbody=[nukePIEbody2] cssheader=[nukePIEhdr2] header=[100 Posts in the Forums] body=[] singleclickstop=[On]](bbeditor/images/transparent.gif)
|
Posted:
Thu Jul 28, 2011 1:35 pm |
|
Well if u don,t want it to make a new HQ, go to technology's, and select it for not to be used. |
| |
|
|
 |
Gizmotron

Joined: May 10, 2011
Last Seen: May 23, 2012
Hits Total: 3443
Posts: 204
Badges 08/80 Level 023

Last Shout: No Shouts Yet
![cssbody=[nukePIEbody2] cssheader=[nukePIEhdr2] header=[1000 Hits to the Website] body=[] singleclickstop=[On]](bbeditor/images/transparent.gif) ![cssbody=[nukePIEbody2] cssheader=[nukePIEhdr2] header=[25 Time Winner: User of the Day] body=[] singleclickstop=[On]](bbeditor/images/transparent.gif) ![cssbody=[nukePIEbody2] cssheader=[nukePIEhdr2] header=[100 Posts in the Forums] body=[] singleclickstop=[On]](bbeditor/images/transparent.gif)
|
Posted:
Sun Jul 31, 2011 8:23 pm |
|
well, that's the problem though. I eliminated the Corps HQ tech for both Japanese participants-- but it still ignored that and let the AI grab a new HQ. I made sure that the restrictions included the Japanese Corps HQ truck, the Dynamic Campaign Corps HQ, and there was a third type as well.
in spite of using technology restrictions it still seemed the AI would be able to generate a new Corps HQ! I was still able to find a way to get my custom scenario to work by denying the AI the ability to create every other kind of building! (yes, I did have the applied to the team. my best guess is that since neither one of them had a Corps HQ in the first place that maybe it over-looked the restrictions. so while the restrictions couldn't prevent a new Corps HQ from being generated-- it now prevented the AI from spamming mech and armor tents and drown the player in rolling mechanical death)
it took a lot of testing and re-working to get the results I wanted. even if I had to use a more subtle and indirect method. |
| |
|
|
 |
|
|
|
View next topic
View previous topic
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You cannot download files in this forum
|
Powered by phpBB © 2001-2008 phpBB Group
:: Theme & Graphics by Daz :: Ported for PHP-Nuke by nukemods.com ::
All times are GMT - 6 Hours
|
|
|
|
|
|