Oz makes a very good point here. The process of crafting a good scenario is really challenging and incredibly time consuming. The bigger the scenario, the more complexity is added, and it's where the AI starts to struggle a bit. Also, the AI does not handle helicopter-borne scenarios all that well. Could be a challenge to make a large scale air assault work well.
Learn the basic mechanics on a smaller scale, put out a few good scenarios and move into bigger and bigger scenarios. I think you'll find your level of frustration a bit lower this way. I've played around with scenario design a bit, and find it to be fun, but very, very time consuming. More than I have to spend, unfortunately.
That said, it's good to see new folks trying their hand at scenario design. As you're finding, it can be a very long process to craft a good scenario, which is why what guys like Mike, Oz and Joao have done with the recent releases is so impressive.
(05-20-2011, 05:20 AM)Ironwulf Wrote: Nuther thing I noticed too is (correct me if im wrong here):
If you have a unit out on say... turn 1 and its very first order is to move out on turn 5 (for example) then it will actually try to fulfill its first order (to move out on turn 5) starting on turn 1.
Thus you have to Fix the unit or set it as a reinforcement. Also, a fixed unit that gets fired on, gets released prior to its schedule.
I could be the wrong person to reply to this, but I think if you're setting an order for a unit by placing the AI arrow onto where you want them to go and set it to '5' for the turn, what that really means is that you are setting that unit to reach that target hex by turn 5, not start to move out on turn five.
Fixing the unit or setting it as a replacement would be the way to go, as you mentioned.
Oz, Joao, Mike, am I interpreting this correctly?