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AI: Rough Terrain Immobilization
Do AI units face the same risk of immobilization in rough terrain and soft sand as the player does?
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Re: AI: Rough Terrain Immobilization
Yes, but the AI will tend to avoid getting units stuck in such terrain (by moving slowly or avoiding the hex altogether).
Narwan |
Re: AI: Rough Terrain Immobilization
Getting immobilized or slowing down both work for me. The AI has to cross a large wadi to get to me and it's pretty rough. Lots of Matilda II tanks (50+) and I was hoping to get time to work on them at a distance or even better, have some get stuck to narrow the odds some.
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Re: AI: Rough Terrain Immobilization
They will unless you have "Breakdown" set to OFF in preferences.
Don |
Re: AI: Rough Terrain Immobilization
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Re: AI: Rough Terrain Immobilization
Soft sand has got to be the bain of desert warfare, I've had more vehicles stuck in the stuff tahn I care to remember! :hurt:
Bob out :D |
Re: AI: Rough Terrain Immobilization
The AI must have been real careful because I didn't see any stuck in the post game review.
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Re: AI: Rough Terrain Immobilization
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That said, I didn't check it for safe crossing points because I didn't need to cross it. It wouldn't have altered my deployment for the delay. People might evaluate avenues of approach, but I think the AI deploys first and then takes the fastest and most direct route to the objectives. There is no basic forethought apparent in deployment with respect to the avenues of approach by the AI. Before I have developers coming after me with tar and feathers, I should add that I wouldn't expect the AI to worry about avenues of approach during deployment. While it might be possible to create a program that employs planning and tactics like Rommel or Patton, it would probably have to run on a mainframe system because of all the horse power it would need. It's not practical to program for everything, since it's a game. I'm just pleased to seem improvements over this version compared to other and earlier versions available. |
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It will also try to go deep and come in from behind your flank, sometimes. I have had panzer 3s and T34 do that, usually on thick woods maps. But more noticeable in MBT where the AI has access to e.g. BMP and T64, I have had it roll up the artillery park in my rear zone when a flank was left unguarded. The original SSI code was however a simple case of a horde of "tin lemmings" charging down the objectives as fast as possible, and the deployment for the attack was a predictable "Greek Phalanx" lined up in the middle 2/3 of the map just a couple of hexes behind the AI deployment line, for the most part. Cheers Andy |
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