adherbal wrote:A number of improvements to the scenario editor will be coming in the next patch. Some examples of these:
More AI teams can be added
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Unit starting strength can be set for each unit, without the seem to set up a complex trigger
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Trigger folders can be created to organise and group triggers more easily. It also allows easy copying & randomising sets of triggers such as AI attack waves.
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Bug found in bombers to think the game 7 minutes in the turn of the AI (add image):
1-To remove or put the fighter, the bomber takes 2 minute (fighter removed from the map),
7 minutes thinking and bomb (fighter put on the map).
2-AI disembark the control order fails to beach or land, infantry or marines (attached image). Note: direct order "Move Hex" does well by landing from sea to land (for beach, shallow water), but with "Move Hex" embarking land to water does not, even taking close port (friend, enemy), beach , shallow water.
3-The AI has no real priority attack battle (add image)
Route: Ai set up/naval capture hex/target
AI 1 attack oil then radar, then artillery, and finish infantery.
Real war is radar, aerodromes, artillery, infantery and oil.
4-In a ground battle, a real war, 1 radar, 2 aerodromes, 3 artillery, 4 tank, 5 Infantery, 6 oil, factories and construction. In the military attack first communications and alerts are cut, then the objective of weak distance, attacking then to the target of heavy distance after the infantry and end up with the objectives of oil, or factories (which add to the game , factories were the first target of the bombers). The order of attack is very important because the time is not right to attack a unit are lost your attack strength, and lose your advantage in battle attack.
More several important bugs game editor located on v1.8.3:
viewtopic.php?f=264&t=66539