Jump to content

Search the Community

Showing results for tags ' phase'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome, new player! Find your first hints & tips here
  • Steel Beasts Forums
    • General Discussion
    • Support
    • Multiplayer Engagements
    • Scenario and Maps
    • Tutorials and How Tos
    • Mods
    • Ground Zero

Categories

  • 4.1+ SINGLE PLAYER SCENARIOS
    • Platoon
    • Company
    • Batallion
    • Brigade
  • 4.1+ Map Packages
  • Pre 4.1 SINGLE PLAYER SCENARIOS
    • Easy
    • Difficult
  • MULTIPLAYER SCENARIOS
    • COOP Large
    • COOP Medium
    • COOP Small
    • H2H Large
    • H2H Medium
    • H2H Small
  • Pre 4.1 MAPS
    • Pre 4.1 Terrain
    • Pre 4.1 Height
  • MODS
    • Skins
    • Sounds
    • Sky
    • Splash Screens
    • Miscellaneous
  • RESOURCES
    • General
    • Documentation
    • Tutorials
    • Vehicle Templates
    • Unit Templates
  • STEEL BEASTS 1 / Gold
    • Single Player Scenarios
    • Multiplayer Scenarios
    • Maps
    • Mods
    • Resources

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location


Interests


Occupation

Found 1 result

  1. Forgive me if this has been mentioned before: I was just thinking about how we are currently unable to make conditioned routes in the action phase and how that limits the player* somewhat in terms of controlling AI behavior. Specifically the ability to make multiple BPs connected by conditioned routes "on the fly". Then it occured to me that the inability to create these routes does not equate to the inability to place them. Here's what I mean: Let's say, for example, you want to have 2 BPs that a unit can switch between based on whether or not that unit is taking fire. In the planning phase, you could set up a simple route tree like this (routes exploded for clarity): (In this example a unit at WP1 has a 50/50 chance of going to WP2 or 3. From WP2 a 50/50 chance of going to WP3 or 4, etc... WPs 4 & 5 have a "guard" tactic, so the unit will retreat if under fire. The end result is a 66% chance the unit will end up at one of the two BPs and a 33% chance that it will loiter in a circle once or twice before deciding. Not necessarily a bad thing.) Now, drag select the whole tree and move it off to the side of the map, out of the way. Then, during the action phase, you can drag it wherever you want & adjust the locations of the BPs and routes to fit the terrain. And you could make multiple trees which may be much more complicated, of course. Preliminary testing has shown this to work out alright. I'd certainly welcome any suggestions/improvements, though. *Read "sim-er".
×
×
  • Create New...