trigger for 5th Guards tank Army in Prohkorovka
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
Re: trigger for 5th Guards tank Army in Prohkorovka
OK, your mind is obviously made up.
Re: trigger for 5th Guards tank Army in Prohkorovka
I'm not saying you have to make them invisible just that they should start moving as soon as they see a player unit. This way if you start bombing them with Stukas or something or they see an airplane reconning them they start to attack.Kerensky wrote:Except we've had too many complaints about magically 'appearing' units in the past. That option really isn't on the table anymore.
Re: trigger for 5th Guards tank Army in Prohkorovka
That is something we did implement. 
Soviet units that wait for their 'triggers' are set to an active stance, so if you do get too close to them, they will react.
Soviet units that wait for their 'triggers' are set to an active stance, so if you do get too close to them, they will react.
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El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
Re: trigger for 5th Guards tank Army in Prohkorovka
Doesn't that approach cause another problem, though? Given units can't be activated in an AI action except that they are in a set zone, wouldn't they potentially move out of the zone if they are set to active? The only way to ensure they stay in a zone is to set them as passive. One more thing I'd like to see in the (excellent) AI actions is to allow them to activate according to the unit name similar to how victory conditions etc can be set.
Re: trigger for 5th Guards tank Army in Prohkorovka
Zones are always created larger than they need to be, just in case of such an occurrence.
We really did think of all of this through, trust us. lol
We really did think of all of this through, trust us. lol
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El_Condoro
- Panzer Corps Moderator

- Posts: 2119
- Joined: Tue Jun 03, 2008 9:32 am
Re: trigger for 5th Guards tank Army in Prohkorovka
It often depends on the units, too - a recon moves a hell of a lot further than infantry w/o transports, for example, and the 'expanded' zones that need to be made. I've set Hold, Active for units before where the recon will move a huge distance leaving the rest of the unit behind - very annoying and usually results in its death. Anyway, sorry, getting OT...

