Old scenario in updated OOB?
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bru888
- Order of Battle Moderator

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Old scenario in updated OOB?
What will happen, do you think, to a scenario (still being) designed in OOB 2.2.5 once the updated version of the game is released?
- Bru
Re: Old scenario in updated OOB?
It should not be affected by the update. I've had a bunch of scenarios created under one version survive an update.
But it pays to check out the triggers/events. I then save the the scenario in the new version.
And of course there is probably new stuff that you would like to incorporate in the old scenario.
But it pays to check out the triggers/events. I then save the the scenario in the new version.
And of course there is probably new stuff that you would like to incorporate in the old scenario.
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bru888
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Re: Old scenario in updated OOB?
Looking at the list of gameplay changes in 2.3.8, I can see at a glance a few that will probably affect how my scenario plays. Might be for the better, though:
• Heavy Infantry: Can now use a Mortar Fire ability which serves as a light, short-ranged artillery weapon
• When reforming a destroyed core unit, 30% experience is recovered
• When using standard repair, experience loss is less significant
• Engineers and Seabees automatically repair damage to the supply output of their hex
• Destroyers: Small Air Attack increased
• Ground AA guns: Small Air Attack decreased
• Ambush combat effect fixed and increased
• Engineer mine sweeping much more powerful (only takes 1 turn for full strength engineers)
• Captured towed weapons can now be upgraded with a transport
• Tunnels deal damage when attacked
AI
• AI less likely to abandon a threatened VP for "obscure reasons"
• AI fighter aircraft give higher priority to attacking other air units instead of strafing ground targets
• Heavy Infantry: Can now use a Mortar Fire ability which serves as a light, short-ranged artillery weapon
• When reforming a destroyed core unit, 30% experience is recovered
• When using standard repair, experience loss is less significant
• Engineers and Seabees automatically repair damage to the supply output of their hex
• Destroyers: Small Air Attack increased
• Ground AA guns: Small Air Attack decreased
• Ambush combat effect fixed and increased
• Engineer mine sweeping much more powerful (only takes 1 turn for full strength engineers)
• Captured towed weapons can now be upgraded with a transport
• Tunnels deal damage when attacked
AI
• AI less likely to abandon a threatened VP for "obscure reasons"
• AI fighter aircraft give higher priority to attacking other air units instead of strafing ground targets
- Bru
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bru888
- Order of Battle Moderator

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Re: Old scenario in updated OOB?
Alas. Paraphrasing the line from the movie King Kong, "It was thinking killed the beast." That's it for my mammoth scenario.
Somebody else here mentioned that the AI is slower in 2.3.8 and I can support that assessment. It's just enough of a difference to shut this project down, the final straw. Too many AI units + too much AI movement = 20 minutes for the AI to play turn 3. Nobody is going to want to sit through that, waiting.
Too bad; I had a greatly detailed map, historically accurate forces, and some very good ideas, I thought. Oh well. Best leave this stuff to the professionals.
Somebody else here mentioned that the AI is slower in 2.3.8 and I can support that assessment. It's just enough of a difference to shut this project down, the final straw. Too many AI units + too much AI movement = 20 minutes for the AI to play turn 3. Nobody is going to want to sit through that, waiting.
Too bad; I had a greatly detailed map, historically accurate forces, and some very good ideas, I thought. Oh well. Best leave this stuff to the professionals.
- Bru
Re: Old scenario in updated OOB?
Adherbal answered in another post that setting AI units to static is the speediest setting.
So you could use that for at least every unit sitting on an objective or other important location.
So you could use that for at least every unit sitting on an objective or other important location.
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bru888
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Re: Old scenario in updated OOB?
You see, I think that was the problem with the scenario that I was trying to design. So far, and feel free to disagree, OOB single-player scenarios are mostly about the human player attacking a primarily passive AI player. Yes, once in a while AI units are activated and do something but mostly they stand around, "static," waiting to be attacked.Erik wrote:Adherbal answered in another post that setting AI units to static is the speediest setting.
So you could use that for at least every unit sitting on an objective or other important location.
In my scenario, dozens of AI units were to be invading, attacking and moving all the time. I don't think this game was designed to do this. It gets there eventually, but it take a lot of time to think even with several AI teams of no more than a handful of units each (I found out the hard way that large AI teams trying to move to the same hex or do something else in common is not optimal).
Lengthy AI playing time in my scenario was already a concern in 2.2.5 but with 2.3.8, it's just not feasible. People are going to think the game crashed while it's thinking. So I put my scenario into mothballs for now. I'm trying not to think about how much time and effort I put into it.
- Bru
Re: Old scenario in updated OOB?
Ok. Have you tried diving up the AI units into more and smaller teams?
There are no more limits to the number of AI teams. The event folder system is excellent for keeping stuff tidy.
I know, it would probably be a pain to redesign.
I am curious about your scenario, any chance of taking a look at it?
There are no more limits to the number of AI teams. The event folder system is excellent for keeping stuff tidy.
I know, it would probably be a pain to redesign.
I am curious about your scenario, any chance of taking a look at it?
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bru888
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Re: Old scenario in updated OOB?
Erik, I would be honored if you would look at it. Truly. Not to advise me necessarily; you could adopt it for yourself, just use the map for something else, or ignore it altogether. I was up to the point of determining how much force I needed to bring in once the human player (U.S.) "survived" as of a certain reasonable time for reinforcements to arrive. That would have been the last trigger/event. If you are interested, please PM me. Thanks.Erik wrote:Ok. Have you tried diving up the AI units into more and smaller teams?
There are no more limits to the number of AI teams. The event folder system is excellent for keeping stuff tidy.
I know, it would probably be a pain to redesign.
I am curious about your scenario, any chance of taking a look at it?
- Bru
Re: Old scenario in updated OOB?
Bruce
Good, PM me a link and I'll take a look.
Good, PM me a link and I'll take a look.
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bru888
- Order of Battle Moderator

- Posts: 6214
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Re: Old scenario in updated OOB?
Done.Erik wrote:Bruce
Good, PM me a link and I'll take a look.
- Bru