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serg3d
May 19th, 2006, 05:43 PM
If I change the AI points in the prefernces during the campain, will it affect current campain ?
Also, how does AI allocate points - does it take its initial points to my initial points ratio and multiply it on the my current force value, or just take amounts of points from the preferences ? What I want to do is scale AI points according to my upgrade, and start with 2:1 ratio for AI.
Hope I make a sence.

Mobhack
May 19th, 2006, 11:00 PM
In a campaign game the allocation ignores the player settings for player 2 (points, air etc). You simply determine your start level (e.g. by setting preferences to a desired level for P1).

Usr campaigns may have points, air strikes etc designed in, or may simply use the ratios, on a per-scenario basis.

Long or WW2 LC campaigns, will use the appropriate force ratio as based on you core value+any support troops you buy in the set up. Air points will be based on weather, and the appropriate in-game air ratio, with (in the WW2 LC) some few special cases where air will be given to either the human player or the AI as appropriate. (Kursk is one that springs to mind).

So the P2 forces are as determined by force ratio for the battle type, or by a scenario designer in some user campaign linked scenarios.

Cheers
Andy

serg3d
May 20th, 2006, 02:11 AM
So there is no way increase real difficalty of the WW2/generated campain ? "Difficalty level" affect only replacment points. That is not enough to make campain harder, especially after desisive victory, then your losses are small.
I've tried to start russian WW2 campain several times, and each times russian forces just walk over germans from the start, even on the hardest level, wethere it's an assault, defence or meeting engagement.
It would be good to be able to set AI points ratio like in the SPWAW.

Charles22
May 20th, 2006, 02:36 AM
I'm glad to hear that the AI works off the core plus what you picked out of support. I was always afraid the AI working off the core -and- all the support points, whether you used them or not. Making my 3200pt core grow to more than twice it's size with those large support points is just too much, but since it's the way you say it is, then it's agood option to have that extreme an amount of support at times, because your core may be so badly broken in a particular battle that large support may be the only way.

BTW, the AI does work off the points in the field technically, does it? What I mean by that, is if my core is greatly reduced and I can't replace them, then the AI won't still work off my normal total core value, but off the sometimes lower amount actually put into the field, correct?

Mobhack
May 20th, 2006, 02:45 AM
The damaged status should be taken into account, if you have to carry destroyed or damaged units forward.

Cheers
Andy

Mobhack
May 20th, 2006, 03:11 AM
The difficulty level affects repair points, is all.

If you find playing as the USSR in WW2 easy, then perhaps you should handicap yourself to a force built around BT or T-26 tanks?. I find that buying a T-34 and/or KV force in 41 becomes a bit of a walk-over. Maybe allow yourself a platoon of elites in such a force, till the Germans are fielding lots of long 75 tanks, or P3 with the long 50 (which can slot a 34 if engaged at too close a range). And once the panthers and tigers and nashorns appear, then all bets are off, and a few KV or IS are in order http://forum.shrapnelgames.com/images/smilies/happy.gif

Same if I am playing a German LC in the desert & West - I stick to P3 and/or P4, and perhaps a couple of Panthers (rarely tigers instead) as Churchill-killers.

Thus I do not have "super tank syndrome" as the AI can kill me if I mess up. An army of "mega tanks" is as boring as playing the USA with M1s against (say) an Iraqui horde of t-34 and 72.

In other words - you handicap yourself, to give the AI a sporting chance.

Another way to handicap yourself would be to start later, when Jerry has good tank guns, say 1943 where the 34 becomes "routinely killable", as the 75L48 opens them at 1300m or so.

Cheers
Andy

serg3d
May 20th, 2006, 03:41 AM
Hmm, I'll try to edit cost of russian super-tanks in the OOB twice until 1943...
PS
OK, I have increased cost of T-34, KV-1, KV-2 twice if available in 1941-mid 1942, 50% if available later 1942. Cost is not modified if available from 11/1942 .
Will see how it turn out.

Charles22
May 20th, 2006, 06:06 AM
Mobhack said:
The damaged status should be taken into account, if you have to carry destroyed or damaged units forward.

Cheers
Andy



That answer confuses me slightly. Is that your way of saying that the AI gets it's force selection from your core + support despite how horribly that core may be damaged destroyed? If I have a 3200 force normally, sure the AI works off of that plus support chosen, but if it gets the living daylights pounded out of it, to where it's down to 1000 (let's say 2000pts of it were destroyed and there were none just damaged) on the next battle, does the AI work off the original number in preferences (in my case 3200) or is it adjusted as the core becomes weaker too? Of course, later, that core will grow beyond the orginal amount quite likely. Would the AI then use the 3200 or the increased size?

Thanks.

Panzermeyer
May 20th, 2006, 08:26 AM
It is also possible to give the AI an advantage with several other setting in preferences. Troop quality, searching, armor toughness, infantry toughness, etc. There are many many options.

Mobhack
May 20th, 2006, 04:27 PM
The points is on current core value and not on the points set in preferences. As your toys increase in experience, your core value increases, as do any additions made later. If someone with elite experience is wiped out and repolaced with a default unit, it will go down again. If the unit is currently destroyed or damaged, it is worth less points for the core value calculation than if it was A-OK.

Cheers
Andy

groszdix
June 3rd, 2006, 08:41 PM
serg3d and others,

One way that I use to tweak AI points as well as to handicap myself is by creating a "point keeper" unit with MOBHack that costs 999 points (or use any number you see fit). This can be increased further by upping the troop quality of the AI enemy. I put it in the off-map arty category but without weapons and add it to the end of my core.

Mobhack
June 3rd, 2006, 09:51 PM
1) adding a lot of ammo bunkers for say your mortar or SPH forces helps build the AI size. Ammo bunkers are costly things.

2) new Added to the forthcoming exe:
INI file optional variable in the [game] section. This allows you to set a force multiplier for the AI force In campaign games only, so set it to eg 120 for 120%, 98 for 98%, or 0 or 100 (or variable not present in the INI) to leave it at 100%. Will not allow AI to buy > MAX_POINTS, naturally.

Cheers
Andy

Charles22
June 4th, 2006, 02:16 AM
Mobhack said:
1) adding a lot of ammo bunkers for say your mortar or SPH forces helps build the AI size. Ammo bunkers are costly things.

2) new Added to the forthcoming exe:
INI file optional variable in the [game] section. This allows you to set a force multiplier for the AI force In campaign games only, so set it to eg 120 for 120%, 98 for 98%, or 0 or 100 (or variable not present in the INI) to leave it at 100%. Will not allow AI to buy > MAX_POINTS, naturally.

Cheers
Andy



What are the normal (100%) modifiers for AI points if it is the attacker in an assault? And what about the normal level for an AI attacking advance?

Mobhack
June 4th, 2006, 06:28 PM
advance - attacker gets 2 times the defender points
assault - attacker gets 2.5 times the defender points

cheers
Andy

pdoktar
June 5th, 2006, 06:28 AM
Maybe 3.5 times for an AI assault should be given. Nowadays and every time, they get so slaughtered, even as it´s now a educated AI from the SP2. Or maybe I´m improving my skills too.. hmm.

However 2.5 times for a assault seems a bit low.

DRG
June 5th, 2006, 09:26 AM
It's just fine. If we changed it for you imagine the howls from all the people who already think the AI gets too many units. If you think it's too easy then give the AI better preferences numbers

Don

Charles22
June 7th, 2006, 02:24 AM
SPWAW had the assault rate at 3X.

DRG
June 7th, 2006, 11:38 AM
That's nice. It's a different game. WinSPww2 and WinSPMBT get 2.5X becasue we found 3X was too much

Don

Charles22
June 8th, 2006, 01:30 AM
I guess it just depends on different players, but I found most of the time that even 3X wasn't enough. I was rather thinking this SP version would be trumping SPWAW in that department, but I guess not. It does make for terribly easy defense compared to a delay mission though. As if it matters, I think SPWAW also had delays at 2X.

DRG
June 8th, 2006, 08:48 AM
We already have some players complaining the AI gets too many units so yes, I guess it does depend the player whether they will be satisfied with the units and points alloted or not

Don

Mobhack
June 8th, 2006, 11:36 AM
Which is why the next EXE will have the optional AI ratio modifier INI variable for campaigns.

It will allow the AI to get a boost (or reduction) in its buy points at your choice.

Andy

Charles22
June 9th, 2006, 02:14 AM
That and user-directed campaign maps on the fly. SPWAW don't even come close.