I have set out a number of simple basic questions below. I have attempted to anticipate the possible response in some instances and on most occasions a simple “yes” or “no” will suffice; however any additional explanatory information would be appreciated, especially if you feel that I have failed to understand a crucial concept. I thank you in anticipation of what I assume will be a lucid and clear response. It has taken me several hours to put together these questions and I look forward to your reply with eagerness.
Reference: Custom AI Datalog
The only information in the "AI Team Help" states that "Default AI Behaviour Aggression" can be combined by adding. It then lists a series of traits under numbers 2 4 8 16 32 64
Q1 I assume that the instruction "adding" is literal in a mathematical sense ie if you opted for traits "Keep Grouped" (2) and "Avoid Enemy When Moving" (4) this would result in a total of 6, thus conferring both these traits?
The Datalog itself then shows the following:
AI Team (can be cycled 0 through to 7.(call this Box A)
Aggression (can cycle from -minus figures to + figures, including 0 (no apparent limit on numbers). (Call this Box B)
Target AI Point (can cycle through 0 to 7). Call this Box C)
Mystery Box ??? (can cycle from negative to positive). (Call this Box D)
Q2 Assuming the answer to Q1 is "yes" (please correct if this is not so), where would I insert the value 6 in the Datalog? (Would this be Box B?)
Q3. The AI teams (0-7) can be cycled above.
Are the two traits selected above by using 6, then applied in default to all the 8 AI teams?
Q4 Alternatively, is it only applied to the team selected by cycling the "AI Team" number to a specific team (eg say team 0)?
Q5 If the situation as set out in Q4 applies am I correct in assuming that if I then use the "Default AI Behaviour Aggression" list again and this time select traits 16(seek and destroy) and 32 (use longer routes) for a total of 48, that by cycling the "AI Team" number to another team (say team 1) that this would give those traits to this team by inserting the number 48?
Q6 If "yes", where would I insert this value 48 in the Datalog?
Q7 If the answer to Q5 is yes, presumably all the possible 8 AI teams can thus be endowed with specific multi or single traits by combining or not combining the numbers. Is this correct?
Q8 If I don't wish to give any specific traits to some or all of the AI teams, is there a default setting and what default trait does it confer? How would one operate the default setting or is it automatic?
Q9 What do the negative numbers signify in Box B? This has caused me particular confusion as there is a complete lack of any explanation.
Q10 What do the positive numbers signify in Box B?
Q11 What does a setting of 0 signify in Box B?
Q12 What is the function of "Mystery Box" D. Again much confusion as its function cannot be determined.
Q13 Turning to “Victory Points Plugin”:
The information says it “allows you to activate and set up Victory POINT which ARE required to win the scenario”
The use of the word “Victory Point” is singular, but it appears that multiple Victory Point locations can be set up and up to 8 such locations can be designated. Is this correct?
Q14 If the answer to Q13 is yes, such Victory Point locations can then be changed to either: Side 0 or Side 1 by respectively using the “side ID for side 0” and “side ID for side 1” buttons on the main menu on left hand side of main screen. Note: obviously the national identities of side 0 and side 1 can be determined by scrolling through the options. However what is the purpose of a neutral flag placed on the map and would its presence effect the movement or other function of either the human or AI player?
Q15 On the main menu, can you explain how the “Toggle Deployment Mode” button works? I’ve pressed it on numerous occasions with no discernible response.
Q16 When using the function “Toggle AI to attack hostile VPs”, information says “flagged AI teams will attempt to capture the closest VP”. Presumably merely pressing the toggle button so that a symbol appears will give this instruction?
Q17 If a AI team is left unflagged will it merely defend, ie remain stationary for rest of the game?
Q18 Reverting back to Default AI Behaviour Aggression” list again, could you please explain:
i) What is “threat map” mentioned in function 32 (use longer route)? How does one operate it?
ii) A selection of 64 (stay dug in) and 16 (seek and destroy) would give a total of 82. These traits cancel each other out and presumably such combinations should be avoided? However if this combination was selected would a dug in unit set out to seek and destroy an enemy that approached it and then revert to a dug in mode after destroying the threat? Would it move back to its original dug in location?
iii) If an AI is given instructions to say capture all enemy VPs, would a sole selection of 16 (seek and destroy) produce the most aggressive response or is there a default or other setting that will produce a higher aggression state?
iv) Please re-confirm that my understanding of traits as set out in Q1 is correct? Example if I added (ignore tactical adviseability) 2(keep grouped) to 4,8,16.32,64 for a grand total of 136, would a team thus selected have all the traits conferred by the individual numbers?
FINAL ASPECTS
Q18 There seems to be no way to be the Axis human player. Is this correct?
Q19 The inability to confer unit identity names on units is a major omission. Are there any plans to enable this?
Q20 I’ve read that it is now possible to reverse tanks. How can this be done?
Q21 Re: “Random Enemy Plugin state that when the mission starts any NON-FIXED units in a team will be randomly purchased with the allocated points and all other team members removed” Presumably any FIXED units placed by the modder are totally unaffected? Presumably if if this function was turned off or the points set at zero, no FIXED units would be removed?
Thanking you in anticipation


