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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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It is EASY to fix. The AI will throw missile units at everything if the cost ratio is right. In Second Front the AI will attack ships and tanks and infantry with V-1s and artillery shells.
Just test it:
Make the cannonballs cost 10 and the ships 180 and the attack is guaranteed. At about 10 and 70 the attacks seem to stop... Missiles costing 30 will attack units costing over 100 but not under, but missiles costing 10 will attack units down to about 80...
For SF I made 2 types of shells (Long range/Short range) with high and low cost so the heavy coastal artillery would target only Battleships, Cruiser and Heavy transports while the smaller batteries would fire at Landing Crafts, tanks and infantry on the beaches. It worked perfectly and consistently.
BTW the units transported in a ship are also measured against the cost of the missile in the equation, not additively but comparatively. A missile will not attack a transport costing 50 and transporting 8 units costing 50 each but will attack the same transport carrying just one unit costing 120...
[This message has been edited by Captain Nemo (edited January 22, 2001).]
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Field Marshal Klesh
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Klesh Marshal Field
Jan 2000 time: 00:13
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quote:

Originally posted by Kull on 01-19-2001 11:46 PM
The AI ships were often loaded to the gills with cannon balls, but they refused to use them. It was a different story entirely when you approached a port city, as the AI seemed to have no difficulty in hurling them at your nearby ships.
So the question is, what does it take in order for AI ships to use missile-type weapons against other ships?
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But Captain, aren't all the shells in SF shot from the shore battery units, or from Kreigsmarine cities that look like batteries? Kull doesn't seem to have a problem when the ships come in rangeof the shore, suggesting that it isn't a cost issue. More of a ship-type issue.
Kull: Were these ships Carriers firing the cannonballs or were they subs?
Nemo: In the earlier versions 2194 Days of War, you had a light blue American Torpedo bomber that only attacked ships. What kind of flag or properties did you give that. I know it was a plane and not a missle unit, but maybe it's worth knowing. Also, I remember you saying you took it out of the later versions of the scenario because the American AI never used them properly...Hmmm...
[This message has been edited by Field Marshal Klesh (edited January 22, 2001).]
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Miner
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of London
Jul 1999 time: 05:13
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quote:

Originally posted by Field Marshal Klesh on 01-22-2001 01:47 PM
Nemo: In the earlier versions 2194 Days of War, you had a light blue American Torpedo bomber that only attacked ships. What kind of flag or properties did you give that. I know it was a plane and not a missle unit, but maybe it's worth knowing
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TBF1 Torpedo bmbr, Hor, 1, 6.,2, 14a,2d, 2h,4f, 8,0, 2, X4, 000000000001001
Submarine advantages/disadvantages.
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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The missiles were fired from "carrier units" stuck on shore or from cities designed to look like coastal batteries. Are you suggesting that the AI knows the difference between a Carrier on land and at sea?
I am not sure? The AI will certainly fire missiles (V-1s) across the Channel to England to hit cities and land units there...
BTW the torpedo plane (Correct, it was a Submarine-Plane combo) did not work very well under AI control... Most of them ended up circling Japanese cities well inside China without being able to attack. I saw only one attack against a ship in many hours of test play so I dropped them.
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