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Be Respectful - No Anger or Hostility, Thats What The Gamespy Lobby is For
21-08-2007 9:13:pm
A&A is already supported by gameranger. Were inviting more players to join in there to make the game group a lot bigger. If your interested pls pm me here to get more details for game matches thanks and have a nice day fellow generals
13-04-2014 11:23:am
By good luck I found this site just before getting the game.
24-08-2011 8:10:pm
Glad I found this
29-07-2011 9:17:pm
Dude i love the game and now a member of the website i know a lot of u guys and my other profiles on it at [Iowa]DrugMonkey, ww2freak ,and bugs bunny
07-06-2011 3:35:pm
Amazing information and insight of the game, thanks so much for making a wonderful source for such an awesome game like Axis & Allies..
28-05-2011 12:02:pm
Awesome site! It's chock full of great A&A info! I'm so glad I found an A&A community to become a part of.
12-03-2011 5:49:pm
Yep Lets Get This Site and Game to new people.
27-02-2011 1:20:pm
We need to start advertising the game on google or somethin
23-02-2011 8:32:pm
This site is great i never knew about it at first
22-01-2011 11:13:pm
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PostPosted: Tue Jul 05, 2011 8:24 pm Reply with quote Back to top

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!)
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PostPosted: Thu Jul 28, 2011 1:35 pm Reply with quote Back to top

Well if u don,t want it to make a new HQ, go to technology's, and select it for not to be used.
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PostPosted: Sun Jul 31, 2011 8:23 pm Reply with quote Back to top

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.
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