04-07-2017, 07:17 AM,
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carl11
Corporal
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Posts: 56
Joined: Sep 2015
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Objective placement etc.
I am designing a scn. in the Budapest Camp. game.
I was wondering, placement of Objectives , aggressiveness of the AI.
Is there an aggressiveness mechanism to make the AI more aggressive?
Or will it just seek out objective hexes best it can?
I am a veteran of other John Tiller titles ( EF, WF, ME etc.) where in there is a setting where you can make the AI act with more authority, push at all costs etc...do we have anything similar in the Panzer camp. series?
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04-17-2017, 12:52 AM,
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carl11
Corporal
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Posts: 56
Joined: Sep 2015
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RE: Objective placement etc.
No takers eh? Even off hand advice?
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04-19-2017, 03:14 AM,
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carl11
Corporal
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Posts: 56
Joined: Sep 2015
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RE: Objective placement etc.
thx Gents.....and that was helpful.
For instance, Ricky, when you say 'hold' order, do you mean as in 'fixed'(fixing) units?
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04-19-2017, 07:46 AM,
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c00per
Sergeant
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Posts: 64
Joined: Dec 2008
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RE: Objective placement etc.
I would have to agree with the above posts. The AI is for learning the game then go to real players for second game onwards as the AI is a waste of time and easily baited.
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04-19-2017, 02:29 PM,
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Ricky B
Garde de la toilette
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Posts: 5,277
Joined: May 2002
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RE: Objective placement etc.
(04-19-2017, 03:14 AM)carl11 Wrote: thx Gents.....and that was helpful.
For instance, Ricky, when you say 'hold' order, do you mean as in 'fixed'(fixing) units?
No, not fixing. In the scenario editor, under A/I, there is Add Hold Order - versus Add Active Order which orders the units to move somewhere. Hold will encourage the units to sit where they are, but doesn't work nearly all the time.
Rick
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04-20-2017, 12:05 AM,
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RE: Objective placement etc.
Interesting. I didn't know the Hold order wasn't always effective. Ive been thinking of tinkering with some scenarios myself.
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04-20-2017, 06:16 AM,
(This post was last modified: 04-20-2017, 06:18 AM by Kool Kat.)
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Kool Kat
Lieutenant General
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Posts: 2,491
Joined: Aug 2006
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RE: Objective placement etc.
(04-19-2017, 07:46 AM)c00per Wrote: I would have to agree with the above posts. The AI is for learning the game then go to real players for second game onwards as the AI is a waste of time and easily baited.
Gents:
I would never use the AI to learn the TOC series!
IMO, players will only pick-up "bad habits" playing against HAL. e.g. What tactics work against the AI will most certainly fail against a human opponent!
The only effective way to learn how to become a better player in the TOC series of games, is to dive in head first and play all your games against a human opponent.
Yep. You will take your lumps and lose more then you win to start off with... but if you stick with it and learn from both your mistakes and victories, you will develop into a better player.
Read the player manual if you want to understand the mechanics of play... but play against a human opponent if you wish to become a better player.
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /
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04-21-2017, 08:02 AM,
(This post was last modified: 04-21-2017, 08:06 AM by c00per.)
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c00per
Sergeant
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Posts: 64
Joined: Dec 2008
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RE: Objective placement etc.
(04-20-2017, 06:16 AM)Kool Kat Wrote: (04-19-2017, 07:46 AM)c00per Wrote: I would have to agree with the above posts. The AI is for learning the game then go to real players for second game onwards as the AI is a waste of time and easily baited.
Gents:
I would never use the AI to learn the TOC series!
Well I am not a reactionary personality and I do not see the problem with a new player playing the AI to learn how to use travel mode versus non travel mode for example, or how to lay a minefield with an engineer, or how to bombard a unit with artillery. I really think your reaction is over the top but I am sure others may agree with you. As for the best way to play the game is with a real person we both agree on that !
Peace
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