Quote:
scJazz said:
Errrr... since we are talking about AI artillery anyway. Any chance of beefing up the AIs use of artillery? Giving it pre-plotted targets maybe a little guessing about where the player might be 2 - 4 turns from "now". Reminding it to beat up on tree lines and tops of hills?
And since I'm typing this part. Perhaps a new feature for artillery (wish list) the fire one shell only command? For zeroing in on the target and for anticipation of when the bad guys will be visible. Can also be used to harass the human player. Just a new icon in Bombardment menu which causes the firing tube(s) to lay out a single shell. Maybe the human player gets scared when it lands close to hidden (dug in) units and starts moving them never knowing if more shells are coming. Or for use on a spot where the enemy is certain to show up eventually.
Just a thought
Jazz
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predict ahead was tried and failed - the AI cannot track the vector, and can only use the prospective target's current speed and facing as clues. Easily fooled then b moving fast, and ensuring you face away from the gereral direction of travel. AI plotted a couple of turns at that speed, based on the facing, and happily fired off to where you had pointed the units. Also, it had no clue if you were say speeding towards a position and would dismount, so would predict ahead, into its own defence line. It has no idea of context..
It was found better to use the current x,y and to ignore speed, as before.
a) A human player will tend to be fighting from one position, may as well drop in that area
b) Hman players often advance in a column through the same area, so plotting onthe lead elements spotted, and some delay, often hits the following elements passing through the same localtion later on. (Inexperienced players call that a cheat, as in "hey I moved onto the ridgeline and the AI arty fell just there
instantly - that Ai is cheating on me (wail)" - ignoring the recce element that passed over the same ridge (and was targeted) 2-3 turns back, and the fire is falling on that very spot
a) - move around, if you can or the arty will start to zero in
b) - do not move a stream of formations through the same corridor in "waves" or they may get presents deleivered courtesy of the initial elements passing through Dodge.
The AI arty code is too complex to allow "partial" shots. That sort of thing would need to be designed in from the ground up. If you need harrasing fires, move the predicted impact spot around till you get 0.4 delay, and you will get less shots fired usually. (MRL and mortars fire faster in indirect fire, tey get a ROF multiplier as these can chug the rounds out quickly cf normal guns).
Cheers
Andy