Thread: Odd AI Behavior
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Old November 6th, 2008, 12:37 PM
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Default Re: Odd AI Behavior

Quote:
Originally Posted by RERomine View Post
Since it seems to be coming up, I figured I would start a thread on AI actions that seem out of the ordinary or illogical:

1. Running into their own minefields, before visible contact established between opposing sides.

2. Dashing West out of prepared positions during a defend, before victory point hexes have been captured. The time this happened, my units had been spotted and engaged, but the AI units were actually heading away from those units. I was in the enemy rear at the time and do have a nice screen print of this.

3. AI dropping artillery 9 hexes in front of my LD before I have even moved on turn 1. Impossible for me to be there yet.

4. Auto pivot to face frontal armor toward firing unit. I understand what the intent was here, but this gets more tanks killed than anything. Normally, the firing unit is off at an angle to the target and this angle creates an artificial armor slope which the code takes into account when determine shot effectiveness. That artificial slope causes shots to deflect the vast proportion of the time. I know often I won't get a kill on a target at an angle when firing a gun marginally capable of killing the target. I just keep firing until the pivot and then the kill comes. When I fire, I always angle my armor off full frontal so that I get benefit from that when the target fires back, if it doesn't die. I have to re-angle my tank after each responding shot. It renders British 2pdrs very ineffective except at very close range.
1) No idea - never seen that one, since if the defender it will generally be stationary. If 2 below - then it might decide the quickest path is via the mines, if there are no nearby gaps, of course.

2) The AI will sometimes do a mini counter attack even before you have taken any objectives. Usually with armour, but sometimes not. This should be quite rare - in 2 recent WW2 long campaigns the defenders have come at me maybe twice with a tank platoon before I was near the objectives. (Being near the objectives if spotted by the AI can sometimes trigger counter attacks too, though generally you need to flip one or more).

3) If you mean dropping arty ahead of your deployment zone, it will sometimes aim at the front of the deployment line and then there is the usual spread of fires which may take the aim point off and away into the neutral zone. But fires landing ahead of your deployment zone can drop on the next turn as well thus splatting your advancing troops from turn 1 if you decided to risk running into the shelled zone. And if heavy arty, then it can crater approach roads in front of your advance which also may slow your approach down.

4) Before that was introduced stugs, marders etc were simply dead meat if engaged from a flank as only turrets would turn to engage. It also solved problems with Char Bs and Lee/Grants which would almost never use the hull guns, simply engaging with the sub-turret unless a human player manually hull-turned them - which the AI rarely did.

Cheers
Andy
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