How to create a Combat Mission scenario AI Plan. Part 3 Plotting a series of orders for AI Groups

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  • čas přidán 6. 09. 2024
  • How to create a Combat Mission scenario AI Plan
    Part 3 - Plotting a series of orders for AI Groups
    Introduction
    This video series is designed for those who are completely new to creating scenario AI Plans for the Battlefront Combat Mission game series.
    As a reminder, in this series, I’m creating an AI Plan in Red Thunder for a German attack using half-tracks, mounted infantry, and attached tanks.
    While I’m using Combat Mission Red Thunder, the tools and approaches for creating AI Plans are the same across all games in the Combat Mission series, as they share the same game engine.
    In Parts 1 and 2, I covered AI Plan fundamentals and the AI Plan setup phase. If you haven’t seen these parts and are new to creating AI Plans in Combat Mission, I recommend watching them before continuing with this section.
    If you’re already familiar with the basic AI Plan fundamentals, how to allocate units to AI Groups, and the setup phase, feel free to dive straight into Part 3.
    In Part 3, I’ll demonstrate how to plot a series of orders for our AI Groups.
    Chapters:
    Introduction
    What’s an AI Order?
    About Game Clock Times, orders, movement and stance behaviour
    Order times are tied to absolute scenario time
    Relationship between ‘Exit Between…and…’ times and the AI Order
    The Map Movement Zone for an Order
    Movement Behaviour
    When creating orders the Movement behaviour in an order group refers to the PREVIOUS order
    Stance Behaviour
    Creating a basic AI Group Order sequence
    Observations on Movement Behaviours and impact on timings
    The Movement behaviour allocated to an AI Group will impact the AI order timings.
    AI ‘Criss-Cross’ movement behaviours
    How long does it take an AI Group to travel from Point A to Point B

Komentáře • 6

  • @alogie
    @alogie Před měsícem +1

    Great stuff. Thanks!

    • @George_MC
      @George_MC  Před 29 dny

      Cheers ta! Glad you enjoyed it.

  • @mahakleung6992
    @mahakleung6992 Před měsícem +1

    Thank you! I am mainly a player, but design is interesting.

    • @George_MC
      @George_MC  Před měsícem

      My pleasure. Glad you found it interesting. This creating scenarios and AI plans is the game within the game. I enjoy it as much as playing it.

  • @atencaogamer
    @atencaogamer Před 16 dny +1

    How will the AI plan work for Quick Battle maps since you wont be putting any units in the editor ( they will be set during the quick battle creation)

    • @George_MC
      @George_MC  Před 15 dny

      Quick battles (QB) are different. The AI allocations can exist without being assigned to a unit. But you need AI plans for both sides in QBs. You can use more than one plan and you can use as many groups in each plan as you like. In a QB the AI player will randomly assign units into groups. QB AI plans due to their nature really have to be very generic. They are not soemthing i tend to create as a rule. The CM game engine manual covers QBs in detail if this is your thing.