August 24, 201511 yr Ok, this is driving me nuts, LOL I'm producing custom Harpoon scenarios, but the AI seems not to do what I am asking him to do. I have programmed multiple air patrols and air strikes to take place from starting from different AI bases against players units, yet when I play the scenario it seems that only half of the assigned attacks come at me. I looked again if the aircraft had enough range to accomplish the tasks they were given and it all looked fine. Does anyone have an explanation for this? Could it be that by programming too many aircraft launches in the scenario editor, the AI gets some kind of an "overflow" and only launches part of them? Cheers, Alex
August 24, 201511 yr Formation patrols can interfere if you are using the same aircraft for formation patrols and Long Range actions (Attack/Ferry/Patrol). Plus, your concern is almost certainly on the GE side (Game Engine/Winharp32.exe) and not the Scenario Editor. You can always create an issue report with the smaller scenario possible to recreate the issue.
August 25, 201511 yr Adding to what Tony said, I think you need to give the AI side plenty of planes of the type you have used for the scheduled attacks or AI seems to 'steal' them for theiown ideas. One things you can do is use 'see all' power key alt ctrl s to see what the AI is doing (it spoils the game) then think about how you can alter your scenario to achieve your goals.
August 31, 201511 yr Author Thanks for all the replies, I used the ctrl+alt+s trick and it helped a long. I wonder, how you guys plan follow-up strikes? Do you use the "repeat attack" option for the AI? Would it make sense to have the AI repeat the attack, if for example the AIs strike package survived but had to turn back early to base after burning up too much fuel due to an aerial engagement? Or do you simply plan another attack for the AI a couple of hours later? How does the AI behave if the number of aircraft allocated to the strike are not available (for example if some were show down during a previous attack)? Does it call off the entire strike or does it launch it with available forces? Too many questions, I am sorry...
August 31, 201511 yr Author And I have another question... Does the "Staff Note" function on the Scenario Editor work? Can I input a Staff Note when I design the scenario, that the player will see? And do you know where I can find all the Staff Notes entered so far? There is great potential in this by (for example) entering a Staff Note, that will allow the Player to attack a certain base that was off-limits before that Staff Note came (that would simulate an escalation during a conflict).
August 31, 201511 yr Yeah, they work, but one time implemented a staff note, if you want modify or delete or change his apparition, you can't do it, and you must build another time the scenario!
August 31, 201511 yr Changed to Windows 10 three weeks ago, everything correct, but the forum apparently don't allow me to use the "quote" capability. This sentence is correct, that's the AI behaviour: "Or do you simply plan another attack for the AI a couple of hours later?" This sentence is correct, the answer is yes: "Does it call off the entire strike or does it launch it with available forces?" And this sentence depends of the scenario designer aims: "I wonder, how you guys plan follow-up strikes? "
September 1, 201510 yr I wonder, how you guys plan follow-up strikes? Do you use the "repeat attack" option for the AI? Would it make sense to have the AI repeat the attack, if for example the AIs strike package survived but had to turn back early to base after burning up too much fuel due to an aerial engagement? Or do you simply plan another attack for the AI a couple of hours later? How does the AI behave if the number of aircraft allocated to the strike are not available (for example if some were show down during a previous attack)? Does it call off the entire strike or does it launch it with available forces? Yes, you ought to exploit the 'repeat attack' tool and wherever possible, vary the time line so that AI attacks are not predictable. There is great potential in this by (for example) entering a Staff Note, that will allow the Player to attack a certain base that was off-limits before that Staff Note came (that would simulate an escalation during a conflict). It is one of the most under-utilized features of the SE.
September 1, 201510 yr Author I wonder, how you guys plan follow-up strikes? Do you use the "repeat attack" option for the AI? Would it make sense to have the AI repeat the attack, if for example the AIs strike package survived but had to turn back early to base after burning up too much fuel due to an aerial engagement? Or do you simply plan another attack for the AI a couple of hours later? How does the AI behave if the number of aircraft allocated to the strike are not available (for example if some were show down during a previous attack)? Does it call off the entire strike or does it launch it with available forces? Yes, you ought to exploit the 'repeat attack' tool and wherever possible, vary the time line so that AI attacks are not predictable. There is great potential in this by (for example) entering a Staff Note, that will allow the Player to attack a certain base that was off-limits before that Staff Note came (that would simulate an escalation during a conflict). It is one of the most under-utilized features of the SE. Do you know if the AI will launch the attack with only part of the forces allocated to it, if for example some of the aircraft had been shot down in a previous attack? Do you know how I can delete or edit Staff Notes I entered in the Scenario Editor? Thank you!
September 2, 201510 yr In this case the AI will launched all required planes in sucessive programmed strikes if are enough and time-ready in the base, indifferent to the number of planes of the type shooted-down in the previous strike. As example, your orders are strike each four hours with 8xF-15E. In the base originally you've 16xF-15E, 8 are launched, 2 shoot-down and 6 returned in the first strike. In the second strike four hours later, with 14xF-15E remaining in the base the AI will have not problems launching another 8xF-15E strike, but very bad luck 8xF-15E were shoot-down! In the third strike eight hours later the first strike, with only 6xF-15E remaining in the base, 6xF-15E will be launched by the IA. I don't know as delete or modify the staff notes.
September 2, 201510 yr with scheduled strikes, I think one other problem is that AI might decide to take some action on its own and re-arm or use the planes you need for your strike meaning they go in with less than desirable assets. I think you need to have a large number the required planes and play a few trial games with ctr-alt-s operating to see how it is going. I seem to recall having had to amend staff reminders and that you can't amend them but it might be (I don't remember for certain) that you can delete them all - however I might be mixing up with repeat air launch. I'll try to remember to have a look if I can find something.
September 3, 201510 yr Do you know how I can delete or edit Staff Notes I entered in the Scenario Editor? as broncepulido noted... Yeah, they work, but one time implemented a staff note, if you want modify or delete or change his apparition, you can't do it, and you must build another time the scenario!In other words there is no facility to edit or remove existing notes. If it is a one-time deal though I can strip them out for you.
September 3, 201510 yr Author Thank you for the offer Tony, but I've started rewriting the scenario, that's ok. It would be really great if some future version of the Scenario Editor could allow removing or editing those Staff notes. Or maybe a small app like the "write orders" app, could do that? I have decided to start writing down all the air strikes I have ordered in an Excel sheet. That way I can keep track of when the strikes are planned. It's handy when you are designing a big scenario with multiple strikes from different bases and missiles strikes programmed in it.
September 3, 201510 yr To edit the staff message you select the group the message is applied to, then under "orders2" / "edit group orders" you can do it. You need to know the group or go thru them one by one.
September 3, 201510 yr To edit the staff message you select the group the message is applied to, then under "orders2" / "edit group orders" you can do it. You need to know the group or go thru them one by one.Oh awesome! Sorry for the wrong advice
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