![]() |
Re: AI Tank delay
Quote:
Anyhow, glad to hear you're considering something along these lines, it will be a worthwhile improvement from what I'm seeing :) Thanks! [Note: continuing the test battle I think I made the delay a bit too long and the chance for (per turn?) reinforcement too low. A 8 turn, 70% reinforcement might have been a better choice for the 80x80 delay(me)/advance(computer) battle.] |
Re: AI Tank delay
Quote:
Oh - and the attack helos it reserves in MBT, and the heliborne infantry that is also held back in reserve? In other words - nice idea, but already thought of, back in the DOS days when reinforcements were added. And if the AI routinely held its tanks back, then the player would probably exploit this by advancing his own armour to stomp the grunts approaching his front, most likely (since the tanks would be back in the deployment area, or off the map if reinforcements). Nor would holding back armour be a great idea in the meeting engagement either - the human would snaffle the available V-hexes and turn it into an impromptu 'delay' mission. Cheers Andy |
Re: AI Tank delay
....and that's what those nice little "random variables" are for.... keeping people on their toes and why more variety is better than less and what's being discussed is more randomness and less predictability like knowing the tanks will almost always arrive before the infantry will
Don |
Re: AI Tank delay
Quote:
I only play WinSPWW2 these days so I have no idea about MBT's behavior. If the delay of the initial armor was too long, certainly it would be exploitable. Perhaps a degree of randomness? The current behavior is certainly exploitable, simply put AT units up front and the majority of the computer opponent's forces are destroyed before the first ten turns are done. Thanks, Brian |
Re: AI Tank delay
BOTH of you see what I wrote in post 13
Don |
Re: AI Tank delay
Quote:
|
Re: AI Tank delay
As a matter of interest - what sort of map depth are you using?
In other words - are you expecting the AI's grunts to walk 3+ KM (60 hexes+) to get to you. (I find 60 hex deep maps to be about right for WW2 type combat, where the infantry is leg by default.) Andy |
Re: AI Tank delay
Quote:
So 80x80 human delay, computer advance, my setup line is 40. Not sure where exactly the computer setup line is but I'm guessing 60. So about a 1.5km walk until effective range allowing for a few hexes back from the lines. I play with smaller (heavily reinforced company to understrength battalion) force sizes, core force point value is 2586. I buy pretty much the full allotment of support forces and have the ai strength set to 125% in config. I'll try 60 depth to see if that makes a difference (would prefer 60 height too for my force type/size). Thanks, Brian |
Re: AI Tank delay
A generated Stalingrad map won't override what you have in your settings, but remember to change those at the correct point in the LC (simply changing the one in preferences, will not change the preference held internally by the LC - it will hold onto its last setting). I think you get the opportunity to change that at the build/repair screen point - MAP/preferences button.
Otherwise, it simply uses the setting you had when you started the campaign. Cheers Andy |
All times are GMT -4. The time now is 02:04 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.