Thread: SPAA or SPAG ?
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Old June 26th, 2005, 02:12 AM
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Default Re: SPAA or SPAG ?

Quote:
BigJim said:
Hmmm well lets see how about borg spotting with arty?? AI arty will hit with at least 30% accuracy with no LOS at all, and the AI will have either air or arty on EVERY turn (unless you turn a BUNCH of stuff off). "to hit table" for the AI is uncanny, they can fire small arms from 400 meters and obtain kills on entrenched infantry not to mention that they are ALWAYS vet or better in rating vs the Human who will be regular at best (unless playing a third or fourth game of a campagne). AI enjoys unlimited "buy" points and buys units after you have chosen so as to offset any advantage you might have gotten with specialized troop/equipment. The biggest in my opinion is the AI's ability to fire round after round in front of NUMEROUS human troops and remain UNSPOTTED, not to mention the cute little LOS game of "I can see you but you can't see me" where the AI can fire on you but you cannot return fire EVEN with the targeted unit who IS NOT suppressed. The AI will assess "key" assets and they will be hit by planes/arty on the FIRST turn even tho they are "unspotted". How about units "popping up" unseen while crossing "open ground" in front of your massed scouts and infantry??? I am sure I can find others but there is a starter. Now mind you NONE of this occurs in a 2 player game so as a 2 player it is fine.
Hmm - sounds like you are referring to the original SP2 or SP3 game of long ago.

Please provide some save game examples where this behaviour can be shown to happen. After all, if there is buit-in "AI cheating" then this will be regular and repeatable, hence easily captured evidence.

As Don says - we have spent time removing the few AI cheats thet were there in the original SSI game. The AI uses the same delay procedures as the human player, and gets no "free hints" as to where the human player is. That is all there was, and it WAS frustrating in SP2 (not our game) to take a hill and get "instant arty" on your troops.

The game uses the same code to spot and hit, there is no "AI bonus". It does not get any troop quality bonus - it uses the same troop quality as the human would if he bought that army at that date.

The AI uses my routines to plot arty now - there are no cheats or bonuses. It plans bombardments on likely areas, near roads and road junctions, and near objective hexes if it is plotting "blind". it uses the same delay code (but is intelligent enough to use an artillery observer if present, or the HQ, for shorter delays).

In this latest issue the AI has been given a "clue" about events that your opponent (if human) would have noted from the PBEM playback. each one of itself is not a 100% guarantee of arty being plotted thereabouts, but the more you do inthe same area, the more likely that AI will target that zone, just a s ahuman player would. previously, the AI would only target your units if they were still detected in its turn, otherwise it would use the random plot procedures.

Now - it will take an "interest" in the following events, reported onthe screen to a human opponent: rooster trail smoke generation, engineer mine clearance messages, Z-key area fire events, Direct fire events, missile launch (SAM or ATGM) events, mine trips, smoke X-key events and a few others I probably have forgotten.

In the past - you could play the "hill dance" of popping up from behind a hill, firing, and ensuring you ended behind the hill to avoid enemy fire in his turn ANd any plotting of AI arty as the trops would be hidden in its turn, so not plotted on. Now - the more shots you fire from a particular area, the more chance of some incoming your way.

Oh - forgot the tripping of an objective hex, that one is a relatively high AI interest item now. A human opponent would note the flag change, and now the AI does as well.

Please demonstrate with hard evidence anything that backs up your assertions, and I'll gladly look into it.

Cheers
Andy
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