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Old November 2nd, 2008, 10:40 PM

RERomine RERomine is offline
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Default Re: AI: Rough Terrain Immobilization

Quote:
Originally Posted by iCaMpWiThAWP View Post
Quote:
Originally Posted by RERomine View Post
The AI must have been real careful because I didn't see any stuck in the post game review.
They avoid these hexes, or move slow on them, also, to cross Rough and sand is like to gamble, you can win...or lose...
In this case, there didn't appear to be a risk free way around them. It looked like a dry river bed in the desert, for lack of something else to call it. Basically, it was three hexes wide with rough on the sides and a rough slope in the middle. It twisted from the top of the map South two thirds of the way down and then angled back to the Southeast. It didn't quite come all the way to the bottom of the map.

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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