RE: AI Behaviour
Hi & thanks for this---appreciated.
According to the manual it is possible to link AI Orders with Operations that are defined within Reinforcement Strategies (although no details are given on how to do this). I guess you could create an "Initial Deployment" Strategy for the start of the scenario with, say, 3 different Operations (e.g. Deploy Forward, Deploy Rear, Deploy Flank), each one having a linked AI Order. The AI would select an Operation randomly and the Human player would left guessing what comes next.
Reissuing AI orders on subsequent turns (to avoid the AI getting stuck in a loop) is a great idea! I tried it and it seems to work well---many thanks for that! :-)
Looking at my scenario again, I'm wondering if terrain is the crucial factor in seemingly odd AI behaviour? My map has a lot of obstacles like lakes, marshes, woods, streams and rivers. Consequently I adapted my approach and gave the AI several AI Orders spaced at 3-turn intervals, with the idea of nudging it along a road to its objective. This seems to work OK in testing.
Another factor to consider (again, I'd be happy to learn more) is the level at which AI Orders are issued. I've been issuing AI Orders to Corps HQs. But maybe that is sub-optimal? I don't know. Maybe it's better to give AI Orders to Brigade HQs?
And that brings me to another point---Command Range. Is Command Range a factor in AI Orders? Do units have to be within Command Range of their HQs to receive their AI Orders? Again, I don't know.
In testing my scenario I also spotted another issue relating to AI Orders and HQs: in order to comply with AI Orders, my AI HQs are constantly on the move, which (by default) puts them in Travel Mode, which (by default) renders them "Out of Command", which (by default) seemingly has a negative effect on the supply/organisation/performance of their subordinate units.
Even worse---some AI HQs are putting themselves in danger by trying to fulfil the various move orders. As my scenario progresses, HQ units are strung out all over the map, trying to attack objectives, frequently "Out of Command", isolated and vulnerable to attack, and with their subordinate units far away, out of Command Range, disordered, and low on ammo & morale.
On the plus side, this has the effect of creating lots of mini dramas, not to mention a massive battle-chaos factor, and so the overall effect is quite amusing. :-)
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