February 7, 200917 yr Looking to create some low unit density scenarios for experimenting with possibilities. Wondering if the AI does anything. Examples: CIS base has MiGs with an AA loadout. I fly in and shoot down the 2 plane CAP and no other ac are launched - the interceptors just sit passively on base. CIS base has bombers with a surface loadout, victory conditions are based on the CIS damaging a Blue base and a CIS recon flight flys into radar range of a base. Nothing happens. Back to wondering if the AI does anything. Information and advise would be very welcome.
February 7, 200917 yr Looking to create some low unit density scenarios for experimenting with possibilities. Wondering if the AI does anything. Examples: CIS base has MiGs with an AA loadout. I fly in and shoot down the 2 plane CAP and no other ac are launched - the interceptors just sit passively on base. CIS base has bombers with a surface loadout, victory conditions are based on the CIS damaging a Blue base and a CIS recon flight flys into radar range of a base. Nothing happens. Back to wondering if the AI does anything. Information and advise would be very welcome. MiGs with AA loadout, sometimes they will respond, sometimes not. AI attacking player bases - this will not happen. We tried it and the AI tended to throw away assets. All anti-installation attacks must be defined by the scenario author for the AI.
February 7, 200917 yr Author Thanks a lot for the fast response. Your answer is saddening. I had hoped the AI would be more reactive; i.e. for example, I could set AI recon patrols with bombers waiting on base and expect the bombers to attack assets discovered by the patrols. Or perhaps, the problem is only with attacking bases? Is there any sort of list of things the AI is capable of doing on it's own without explicate orders or does it only do exactly what it is ordered to do? Surely there must be some amount of initiative, for example a SSN on patrol most surely attack a discovered convoy, right? As always information is appreciated, Akmatov
February 7, 200917 yr Thanks a lot for the fast response. Your answer is saddening. I had hoped the AI would be more reactive; i.e. for example, I could set AI recon patrols with bombers waiting on base and expect the bombers to attack assets discovered by the patrols. Or perhaps, the problem is only with attacking bases? Is there any sort of list of things the AI is capable of doing on it's own without explicate orders or does it only do exactly what it is ordered to do? Surely there must be some amount of initiative, for example a SSN on patrol most surely attack a discovered convoy, right? As always information is appreciated, Akmatov If I remember right, AI groups will always attack any of the player's surface, air, or subsurface groups they encounter. I believe the limitation to preprogrammed attacks only applies to installations. I think the logic is that the AI's intel should have the locations of the player's installations, as the player has on those of the AI. Surface, air, and subsurface groups, on the other hand, are moving as the game progresses, and may also be assigned to more that one starting point and path. Tony or one of the other guys knowledgable about the guts of the program should be able to either confirm or correct my assessment. Buddha
February 7, 200917 yr Author Thanks for the info. Just ran a tiny simulation and do find that the AI will launch bombers on a convoy once recon finds it - so I'm suspecting the AI just doesn't launch on installations, ie bases - or so I'm hoping. Akmatov
February 8, 200917 yr Spot on Buddha Yes, the AI is pretty much a numbskull, despite that it can be tricked into doing amazing things by a talented scenario designer.
February 8, 200917 yr I have also noticed the AI must have the "Ignore Ships Running Aground" checked off. This has happened to me several times. And I thought the camel was the "Ship of the Desert". Last night I was missing a whole group and they were no where at sea and I had destroyed all the enemy air, so I ended up forming an air group of Harpoon armed F/A-18s and a Hawkeye for long range radar and roamed around Libya until I found them.
February 8, 200917 yr I have also noticed the AI must have the "Ignore Ships Running Aground" checked off. This has happened to me several times. And I thought the camel was the "Ship of the Desert". Last night I was missing a whole group and they were no where at sea and I had destroyed all the enemy air, so I ended up forming an air group of Harpoon armed F/A-18s and a Hawkeye for long range radar and roamed around Libya until I found them. One thing about ships running aground is that when you design your scenario you'll see a single icon that represents the entire group you're dealing with. The fact that the group is displaying in open water doesn't take into account that while the formation center may well be clear, screening and picket units may not be. I was working on a scenario involving a CVBG sailing from Subic, and had outer units sitting in bars in Olongapo. Be sure to check the Unit and Formation Editor windows to ensure all your units are, in fact, clear of land. I've also seen this in the island chain north of Hokaido when transitting that between NorPac and the Sea of O. Buddha
February 9, 200917 yr I have also noticed the AI must have the "Ignore Ships Running Aground" checked off. This has happened to me several times. And I thought the camel was the "Ship of the Desert". Last night I was missing a whole group and they were no where at sea and I had destroyed all the enemy air, so I ended up forming an air group of Harpoon armed F/A-18s and a Hawkeye for long range radar and roamed around Libya until I found them. Those aren't ships running aground. There's a problem with where the ships were placed when the author wrote the scenario.
February 9, 200917 yr I have also noticed the AI must have the "Ignore Ships Running Aground" checked off. This has happened to me several times. And I thought the camel was the "Ship of the Desert". Last night I was missing a whole group and they were no where at sea and I had destroyed all the enemy air, so I ended up forming an air group of Harpoon armed F/A-18s and a Hawkeye for long range radar and roamed around Libya until I found them. Those aren't ships running aground. There's a problem with where the ships were placed when the author wrote the scenario. That's what I was getting at. Just because the group is placed in open water doesn't necessarily mean all the ships in the formation are. Since the formation for your group may be miles across, it needs to be expanded and checked if you're starting in proximity to land. They may not run aground so much as start aground. Buddha
February 9, 200917 yr Those aren't ships running aground. There's a problem with where the ships were placed when the author wrote the scenario. That's what I was getting at. Just because the group is placed in open water doesn't necessarily mean all the ships in the formation are. Since the formation for your group may be miles across, it needs to be expanded and checked if you're starting in proximity to land. They may not run aground so much as start aground. Buddha In this case, that particular scenario has always had the problem with the two or three Osa missile boats misplaced by the scenario author. Should have been picked up during scenario testing, but obviously wasn't.
February 9, 200917 yr There are a few things you can do to really improve the AI though: Be sure to give it lots of EW and AEW assets. The better the coverage, the more agressive the AI response. Set up patrols to make sure that it can find the things you want it to find and attack. Formation patrols can be used to make small groups for ASuW attacks. For installation attacks, you'll simply have to program them yourself and be sure to use the time variations to make the attack unpredictable.
February 9, 200917 yr There are a few things you can do to really improve the AI though: Be sure to give it lots of EW and AEW assets. The better the coverage, the more agressive the AI response. Set up patrols to make sure that it can find the things you want it to find and attack. Formation patrols can be used to make small groups for ASuW attacks. For installation attacks, you'll simply have to program them yourself and be sure to use the time variations to make the attack unpredictable. That last statement isn't really unlike reality if you think about it. You probably have intel on what types of A/C the enemy has at his bases. You also can pretty much expect him to attack your bases eventually, and a general idea of what he'll likely attack with. The real mystery is when, and as you said, time variations take care of that aspect. Buddha
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