[Cheat][Campaign Scenarios][Reveal Mines for AI triggers][Info]
Posted: Fri Jan 13, 2023 2:39 pm
I hadn't really paid attention yet to the usual triggers in campaigns that reveal the neutral mines for the AI.
Then I noticed that these triggers are sometimes infinitely on turn starts with a radius of sometimes 3 for the reason of being lazy creating too many triggers for each mine.
That means that the AI can always detect what's in these zones.
No hiding possible, even for camouflaged units if the hidden option is checked!
I haven't checked all the campaigns yet, but Red Storm is a good example, like sov3_03_Kerch_Eltigen: All these landings zones where you have to struggle through are basically always revealed, same for the water hexes where the naval mines are.
That makes it quite easy for the AI to constantly find targets.
To whoever had this brilliant idea of trigger: revealing neutral mines once at scenario start is really enough, so the fog is back after the player's deployment phase.
I've tested this method on a map where the AI moved around a mine, so don't worry about the AI: it won't forget revealed structures and mines.
As each scenario has only one start, even an infinite trigger is only used once, therefore not much to fix there, but better remove any unnecessary infinity to save a bit performance.
It's a cool idea to create hills and mountains with triggered farsightedness if a unit is on top, but this is a kind of terrible cheating for the AI that makes players wonder why the heck their units were revealed and shelled by arty.
Keep this in mind if you play scenarios with mines!
Sooner or later, I'm going through all campaigns, check this out, make notes, and fix it where this serious issue is present.
I'll keep you informed in this topic then should someone else be interested in fixing it oneself too.
Then I noticed that these triggers are sometimes infinitely on turn starts with a radius of sometimes 3 for the reason of being lazy creating too many triggers for each mine.
That means that the AI can always detect what's in these zones.
No hiding possible, even for camouflaged units if the hidden option is checked!
I haven't checked all the campaigns yet, but Red Storm is a good example, like sov3_03_Kerch_Eltigen: All these landings zones where you have to struggle through are basically always revealed, same for the water hexes where the naval mines are.
That makes it quite easy for the AI to constantly find targets.
To whoever had this brilliant idea of trigger: revealing neutral mines once at scenario start is really enough, so the fog is back after the player's deployment phase.
I've tested this method on a map where the AI moved around a mine, so don't worry about the AI: it won't forget revealed structures and mines.
As each scenario has only one start, even an infinite trigger is only used once, therefore not much to fix there, but better remove any unnecessary infinity to save a bit performance.
It's a cool idea to create hills and mountains with triggered farsightedness if a unit is on top, but this is a kind of terrible cheating for the AI that makes players wonder why the heck their units were revealed and shelled by arty.
Keep this in mind if you play scenarios with mines!
Sooner or later, I'm going through all campaigns, check this out, make notes, and fix it where this serious issue is present.
I'll keep you informed in this topic then should someone else be interested in fixing it oneself too.