Jump to content
3000AD Forums
Sign in to follow this  
RichardCranium

IA 0217

Recommended Posts

Greetings,

I don't have that much time to play UCCE, so I tend to drop into one of the instant action scenarios. I've enjoyed playing IA0217, whose scenario notes mention that "Not all of you are going to make it."

Boy, what an understatement.

I can almost always make it to the DJP (99% of the time). If I don't try to destroy the rest of the base as I pass through, it's a lot closer to 99.99% of the time.

That success rate requires me to use the rest of my squad as a meat shield. Given that I'm playing the squad leader, I'd expect my own guys to start shooting me in the back as I run away and leave them to their fate.

So I've tried to save as many as I can, but it's really, really difficult to get those idiots to do simple things like not jump and down when we are hiding in the bushes to ambush our pursuers. I almost saved one of them (we always run downhill from the crash site and stay in one of the gullies to stay out of line-of-sight), but the APC at the base of the ridge unloaded a squad who shot my kangaroo private in the butt.

So, has anyone else played this scenario and managed to get a more than just yourself to the DJP?

Share this post


Link to post
Share on other sites

I havent, but i have noticed that the NPC's are really stupid, in most aspects of the game.As basically anything, even my pilots and marines. There should be an option to toggle AI intelligence instead of them using 1% of their brain.

You know, i will try that scenario tommarow and see how it runs, and try to survive without using much of a meatshield.

Share this post


Link to post
Share on other sites

In campaign mode the AI of the crew will rise in time as they get more and more experience.

The problem in random scenarios may be that the AI level is too low and thus the marines are green recruit?

Share this post


Link to post
Share on other sites

Denny's right. In IA scenarios, they don't have enough time to learn anything. But yah, most of them start out dumb as a sack of rocks. :)

btw, it is the HAV, not the APC, that unloads the troops. It does it three times. Your best bet is to watch for them from Tacops.

Another thing is that if you go prone and move forward a few seconds, all your guys - except the AFM - will go prone. For the AFM, you need to holster your weapon before you go prone. He should do the same and then be able to go prone as well. While prone, unless the enemy can see you or are literally on top of you, you can stay hidden for a bit.

I am attaching a revised FPGEAR.INI file which gives the MIM a set of four APMs in all profiles. You can use these to take out the vehicles and personnel as you make your way out of the base. Be sure to read the latest patch info about the use of APMs. Your NPC marines don't know how to use them, so don't expect them to.

Make a backup of your pre-existing DATA\FPGEAR.INI file before extracting this, so you can revert if you need to.

Share this post


Link to post
Share on other sites
Denny's right. In IA scenarios, they don't have enough time to learn anything. But yah, most of them start out dumb as a sack of rocks. :)

btw, it is the HAV, not the APC, that unloads the troops. It does it three times. Your best bet is to watch for them from Tacops.

Yes, it is a HAV; I haven't practiced on my enemy vehicle ID cards lately. I guess it has an on-board AI of some type; it's normally in front of me when I sneak into the base area and when I Alt-D/Alt-E to take it over, it then drives towards the base drawing fire and I believe shoots at things too.

If I'm lucky, the MFB is also within hijacking range. It keeps a lot of other people busy.

When I actually get on the base, hijacking one of the LADMK1 turrets allows me to take out almost anything else on the base. You have to be careful, since the LADMK1 will cut you in half as it slews over to a target if you are in the way.

Another thing is that if you go prone and move forward a few seconds, all your guys - except the AFM - will go prone. For the AFM, you need to holster your weapon before you go prone. He should do the same and then be able to go prone as well. While prone, unless the enemy can see you or are literally on top of you, you can stay hidden for a bit.

Sweet. I'll try that trick soon.

I am attaching a revised FPGEAR.INI file which gives the MIM a set of four APMs in all profiles. You can use these to take out the vehicles and personnel as you make your way out of the base. Be sure to read the latest patch info about the use of APMs. Your NPC marines don't know how to use them, so don't expect them to.

Make a backup of your pre-existing DATA\FPGEAR.INI file before extracting this, so you can revert if you need to.

Nice! Thanks.

Share this post


Link to post
Share on other sites

Raising the AI level of the other marines accordingly to the personnel actually deployed on the filed wouldn't be a good idea?

Share this post


Link to post
Share on other sites

SC, it won't let me download that atattchment. It says I don't have permission. Considering it shows zero downloads it might be the same for everyone...

Share this post


Link to post
Share on other sites

Those marines make rocks look smart.

I've even gotten over 1KM away from any enemy marines looking for us, with one or two surviving squad members in tow. I've been able to bring up the TVM while frantically low-crawling away from the crash site, cycling through the enemy marines to see if anyone is locked onto one of us.

They never see me. My squad members? Those pinheads simply will not keep their damned heads down. I watched one of them in the TVM while I was crawling away. He decides to stand up and follow me on foot instead of crawling along behind me. If I stop and remain prone, he will crouch. If I stand up and hit V, he might drop prone for a second before getting up into a crouch again.

The chopper probably crashed in the first place when one of 'em discharged a round into the control panel or pilot by mistake.

Every time we could have possibly broken contact, at least one of my survivors will stand or crouch so that one of the enemy marines will find him.

The "holster and crawl" method of escape has the same drawback. At least one of squad members will get up sometime until they are all dead.

Of course, the guys chasing us never drop prone either, so I guess there are some advantages to all of the NPCs being stupid.

Share this post


Link to post
Share on other sites

Have you tried using the gestures system or PLV+TOM to give them the HOLD order? Doing so causes them to holster their weapon and remain at their current position. I'd have to check to see if they actually change their pose (e.g. to prone) or not since it won't do any good to have them standing there - no weapon in hand - and getting shot at.

You should just stick them all in the priority list (if not there already), then use the PLV+TOM to cycle through them and give orders (e.g. HOLD) quicker that way. You can also use the gestures (e.g. SHIFT+') to give them orders.

This game is all about planning. But in a pinch, do what I would do. Give one of them a primed APM and tell him to hold it until you get back. Take off. Don't go back. :WBtazani:

Share this post


Link to post
Share on other sites
This game is all about planning. But in a pinch, do what I would do. Give one of them a primed APM and tell him to hold it until you get back. Take off. Don't go back. :WBtazani:

another fun activity is to use the wrist laser to shoot them till they can't stand and are forced to crawl around...

Share this post


Link to post
Share on other sites
Have you tried using the gestures system or PLV+TOM to give them the HOLD order? Doing so causes them to holster their weapon and remain at their current position. I'd have to check to see if they actually change their pose (e.g. to prone) or not since it won't do any good to have them standing there - no weapon in hand - and getting shot at.

You should just stick them all in the priority list (if not there already), then use the PLV+TOM to cycle through them and give orders (e.g. HOLD) quicker that way. You can also use the gestures (e.g. SHIFT+') to give them orders.

This game is all about planning. But in a pinch, do what I would do. Give one of them a primed APM and tell him to hold it until you get back. Take off. Don't go back. :WBtazani:

Well, it would be nice to be able to plan, but in this scenario there is around 4 seconds before the first enemy marines are in range. I certainly don't have my fingers trained to DTRT without thinking about it.

I've seen the gestures on the game commands document, but I could not find them mentioned in the manual or tutorial. I'll have to experiment with them; I've assumed that if my marines are standing there looking at me that I could tell them all to follow me or hold position.

The enemy marines are certainly better shots than my guys; I've never seen my guys shoot back but I've also never put them in SAD mode.

I think I'll start up a Marine career roam game and futz around with my squad so I can learn to control them better.

Share this post


Link to post
Share on other sites

Gestures are self-explanatory which is why they are not in the manual.

  SALUTE (;): Because NPC escorts mimic the player, if player salutes, then all the escorts will 
also salute (after holstering their weapon), wait a few seconds after the anim is finished,
then re-arm their weapon (if it was armed prior). If a specific NPC escort is the current
target, then only that NPC will salute back.

WAVE ('): If the player has an escort unit targeted and uses this gesture, the unit
will do the same (after first holstering the weapon). If no escort is targeted, then
all current escorts will wave back (as above).

HOLD POSITION (SHIFT+'): If the player uses this with an escort targeted, that
escort would act as if it was given the "halt" order. And will not resume until
the player uses either a "follow me" gesture or issues another command (via the orders menu)
to the unit.

FOLLOW ME (SHIFT+;): If the player uses this with an escort targeted, that escort would act
as if it was given the "escort" order.[/code]

Share this post


Link to post
Share on other sites
Gestures are self-explanatory which is why they are not in the manual.

  SALUTE (;): Because NPC escorts mimic the player, if player salutes, then all the escorts will 

  also salute (after holstering their weapon), wait a few seconds after the anim is finished,

  then re-arm their weapon (if it was armed prior). If a specific NPC escort is the current

  target, then only that NPC will salute back.  


  WAVE ('): If the player has an escort unit targeted and uses this gesture, the unit

  will do the same (after first holstering the weapon). If no escort is targeted, then

  all current escorts will wave back (as above). 


  HOLD POSITION (SHIFT+'): If the player uses this with an escort targeted, that

  escort would act as if it was given the "halt" order. And will not resume until

  the player uses either a "follow me" gesture or issues another command (via the orders menu) 

  to the unit. 


  FOLLOW ME (SHIFT+;): If the player uses this with an escort targeted, that escort would act 

  as if it was given the "escort" order.

Actually, the "FOLLOW ME" gesture is more powerful than the "escort" order. After I assign a marine a defend order on something, the TOM tells me that I am not allowed to give that marine any more orders. The gesture, however, always works. (And once it does, the TOM allows me to give other orders to that marine).

I also did not realize that I had to holster my weapon for gestures to actually do anything. I watched myself via F9 to see what was happening when I gestured and so figured it out.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×