AI in CCLSA
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Close Combat Series -> Close Combat Last Stand Arnhem

#21: Re: AI in CCLSA Author: squadleader_idLocation: Soerabaja PostPosted: Wed Jul 14, 2010 10:41 am
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For playing vs the AI...play as the attacker (Allies), people! Smile
If you love playing as Germans then play PJ's Stalingrad Winter Campaigns mods (SDK, SOC, SDKDK)...or the first half of WAR.

If you must play as Germans, then maybe wait a bit for a vetmod (Salhexe is probably already busy modding one)...then you'll at least have an aggressive attacking tactical AI (not sure about the Stratmap AI...looks like a patch is needed for this).
In the meantime...try playing as Allies...the defending AI still can't setup properly, sometimes launches stupid charges and leaves perfectly good cover for no reason...but the defending AI will give you a good challenge...and sometimes even whoop ya! Smile

#22: Re: AI in CCLSA Author: squadleader_idLocation: Soerabaja PostPosted: Wed Jul 14, 2010 10:44 am
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...and I forgot to mention the overpowered German MGs...makes attacking that much harder...one mistake and bodies will pile up!  Wink

#23: Re: AI in CCLSA Author: Sapa PostPosted: Wed Jul 14, 2010 10:47 am
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Thanks,but i will not wait for any Vetmod..i think it should work as it is Mad

I hate these soldiers coded as vehicles!  Mad  I want to play the GC as singleplayer both as German and Allies and i want the XXX corps to be an aggresive force trying to reach Arnhem Razz

#24: Re: AI in CCLSA Author: 7A_WoulfLocation: Sweden PostPosted: Wed Jul 14, 2010 10:48 am
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"Hear, hear"

Battle for Berlin is also a kick to play as the German (with Salhexe vetmod of course!)

Another tips; -When the AI is attacking, accept truce every time they beg for it. It's nor fair to sit and have a total duck-shoot!  Wink

#25: Re: AI in CCLSA Author: squadleader_idLocation: Soerabaja PostPosted: Wed Jul 14, 2010 11:23 am
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Sapa wrote (View Post):
Thanks,but i will not wait for any Vetmod..i think it should work as it is Mad

I hate these soldiers coded as vehicles!  Mad  


Soldiers who thinks that they're halftracks/trucks are perfect for LSA because the maps are mostly rural and small towns :)

Quote:
I want to play the GC as singleplayer both as German and Allies and i want the XXX corps to be an aggresive force trying to reach Arnhem Razz


Sapa, you should know that you need the old CC2 to simulate that Very Happy

#26: Re: AI in CCLSA Author: Sapa PostPosted: Wed Jul 14, 2010 12:06 pm
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Made another test (what has the developers done???)

Changed values in Data/Base/Battlegroups for all BG:s belonging to XXX Corps

Aggression +5
Caution -5
Charisma +5
Tactics +5
This is the result after 5 minutes in singleplayer battle (will test in GC) at least som units has crossed the first bridge! Dont know what happens if they get fired on (yet)...



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#27: Re: AI in CCLSA Author: squadleader_idLocation: Soerabaja PostPosted: Wed Jul 14, 2010 12:20 pm
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Sapa wrote (View Post):
Made another test (what has the developers done???)

Changed values in Data/Base/Battlegroups for all BG:s belonging to XXX Corps

Aggression +5
Caution -5
Charisma +5
Tactics +5
This is the result after 5 minutes in singleplayer battle (will test in GC) at least som units has crossed the first bridge! Dont know what happens if they get fired on (yet)...


Hey...that's another VetMod trick you're using, Sapa!
Now all you need to do is add those soldiers who thinks that they're trucks and you're good to go! Smile

#28: Re: AI in CCLSA Author: Sapa PostPosted: Wed Jul 14, 2010 12:37 pm
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He he Very Happy  No way! now i will look in the team files and try to figure out the units used for XXX Corps...(it would have been nice to use QClone and BGedit now)

#29: Re: AI in CCLSA Author: Sapa PostPosted: Wed Jul 14, 2010 1:57 pm
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New German Grand Campaign, Line, Timer 15 minutes. Settings: all German units placed in Walkensward except 1 FJ unit in the lumbermill in the middle off the map

Changes made: Schrecken helped me change Victory Locations on Walkesward map.Removed the 4 Victory Locations (Bridge, Bridge, Crossroads and Lumbermill) Changed Walkensward village VL to 200 p.Changed in Data/Base/Battlegroup for all BG:s belonging to XXX Corps Aggression +5. Caution -5, Charisma +5, Tactics +5

Timer 1140 first Sherman at river, knocked out my single StuG

Timer 1000, Brittish Infantry attacking my unit in the lumbermill, fought them off

Timer 0811 Brittish Infantry attacking village Walkensward, the attack was repulsed

No more action during this first battle.Real big changes from before but it is not perfect..

What can i know..im just an aluminium hot roller Wink



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#30: Re: AI in CCLSA Author: MafiLocation: Germany PostPosted: Wed Jul 14, 2010 7:59 pm
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Nomada_Firefox wrote (View Post):
I have been thinking about it and I think that would be fun some as the old CC2 game with the new maps, perhaps un ABTF with the new maps but only 28 maps. I have written it on my future mods list.


Hi Firefox,

JFYI: original CC2 is capable to handle up to 50 maps, 11 operations. Each Operation can have up to 5 battles (= maps), so all in all the 50 maps-limit is still the major CC2 limit.

Cheers
Mafi

#31: Re: AI in CCLSA Author: schreckenLocation: Sydney, Australia PostPosted: Wed Jul 14, 2010 8:50 pm
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Interesting that no BG's are on full aggression in stock Data.

We had to crank the Germans up to 5 in WaR to get them to move.

#32: Re: AI in CCLSA Author: Sapa PostPosted: Wed Jul 14, 2010 9:59 pm
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I agree, i has some effect....

must play the GC more and see what happens to the XXX Corps Wink Thanks for your help!  Very Happy

#33: Re: AI in CCLSA Author: Sapa PostPosted: Thu Jul 15, 2010 8:54 am
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Changed Battlegroup speed for all BG:s belonging to XXX Corps from 2 and 3 to 4 (Very fast)

#34: Re: AI in CCLSA Author: Therion PostPosted: Thu Jul 15, 2010 11:37 pm
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Return it and buy Firefight instead. It doesn't have such complex representation of weapons as CC but at least, the AI attacks every time you have to defend an objective.



Close Combat Series -> Close Combat Last Stand Arnhem


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