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February 10th, 2007, 06:52 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,286
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Re: AI deployment in generated battles
Quote:
AB said: That will be a nice step foward, along with the ability to position VH is obviously defensive terrain.
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I'm curious what you mean by this. The game already allows you to reposition the V hexes before a game and has for quite some time.
Don
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If you find you are constantly reacting to your enemy's tactics instead forcing the enemy to react to yours, you are losing the battle..
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February 10th, 2007, 08:52 PM
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Corporal
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Join Date: Jun 2005
Location: Northern CA
Posts: 51
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Thanked 9 Times in 4 Posts
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Re: AI deployment in generated battles
Quote:
DRG said:
I'm curious what you mean by this. The game already allows you to reposition the V hexes before a game and has for quite some time.
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Yes, i know. I meant that the AI keying off more than three VH combined with the EXISTING ability to manually position VH's.
I find that repositioning VH's works quite well when defending/delaying/meeting;ie, the AI is moving. It hasn't worked well for me when the AI is static, as the AI just clumps around the 0,7 & 14 hexes. I tend to like larger battles, so it will be helpful to have the AI defend more than just the three VH's.
I usually work around this by having a human deploy the AI for me.
AB
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February 10th, 2007, 10:47 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: AI deployment in generated battles
Quote:
If we made things 100% predictable everyone would figure the game out in a week and that would be the end of it so when you fight you way through a forest and find a bunker and a AT gun that you think shouldn't be there that's keeps you on your toes.
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Yes, one of the things I did first was to fix the original SPII deployment for an advance or attack, which was successive straight rows by platoon in the centre of the map, then a line of the same 2-3 hexes back, and repeat till out of troops. A bit like a Napoleonic battle really. (Don found some nice variant code the game already used for some reinforcement/flankers and we massaged that as well).
In SP3, it was even simpler - whatever the "wavy" deployment line was, just go back one hex and the AI troops were all in a bunched line there conforming to the front line, maybe 2 hexes deep like a greek phalanx. So simply pound 1 hex back from the front deployment zone on turn 0 and you were guaranteed to damage the AI - and as SP3 considered a track hit a "kill", it was the best way to deal with uber-tanks (an 81mm barrage killed King Tigers or M1A2 equally fine in SP3 )
Cheers
Andy
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February 11th, 2007, 08:10 AM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
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Re: AI deployment in generated battles
Heh, 81mm barrage? 60mm was enough for me, thanks
Also, apart from the deployment glitch, there were mines/dragon teeth available even on meetings or delays so a gamey tactic was to buy DT's enough to cover the entire frontline except one gap, through which then AI vehicles were to come and were to be plastered by all arty.
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