Quote:
Originally Posted by francoisD
don,
first thx for answering, because that proves that, at least, you read my messages.
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Yes, I read your messages and as I have already explained both Andy and I have expended a number of man hours looking into this issue. However. It's increasingly clear that we are going around in circles and you do not want to hear what we have to say so, on this thread the time for reading what you think is rapidly drawing to a close because François all this " You think we are wrong no matter what we tell you " stuff is turning into an enormous waste of my time
Quote:
Originally Posted by francoisD
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according to a rarity code ratio table you designed". See..... I have no idea if you think we have designed and use a rarity table or that we should. The rarity part of the radio code is there mainly to ensure rare, low production vehicles are not bought too often and common ones are and has NOTHING to do with how much they cost.
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this is exactly what I proposed: use a second rarity table to shift probabilities to expensive units if the points to spend are higher than 10000 or 15000. similar to the ai heavy tank button,
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OK, lets stop right here and get this straight once and for all. Perhaps this is a language issue
You say.......... "use a second rarity table "
Where exactly do you think the FIRST " rarity table" is ???. Explain this without typing an essay and we'll go from there.
As I have explained the rarity of a vehicle is its commonality as part of the radio code x0 would be normal, x1 would be rare, x2 would be more common. The code reads that when it's picking units from an OOB. You seem to think it would be "easy" to add a bit of code that reads cost that would build a force then, if the unit limit was reached would build another force looking for higher cost units and if that still bumped into the unit limit would run through the picklist AGAIN looking for even more expensive units to buy eventually selecting a very "elite" force when it needs one to deal with the unit limit issue.
And I tell you, if this is indeed what you propose, that despite what you may think there is
NOTHING "easy" about any of that.
Quote:
Originally Posted by francoisD
but i do not like numerous tanks on the battlefield, and i prefer to use the button off.
however i do like to play with big battles, and everything is already present in the game, except on one very minor point, because the ai never build big armies.
i know you have worked much more time than me on this game. in fact i am simply a player and YOU are the developper. I respect you.
However you should consider that I have also tested the game during many hours, on this particular point. Why have I done this? it is useless for a player that simply wants to win at all costs and that will buy 200 tigers 1 anyway... (with respects to the realism discussion mentionned in my first message)
i want to play a balanced game, but funny as well, since this is a game.
It seems to me that the game engine could perfectly hand battles with 25000 guaranteed pts per side within the limit of 500 units,
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Sure you can, I could build an under 400 unit , 25,000 point Russian force quite easily by loading up with an unreasonable amounts of artillery and Heavy tanks . But you tell me you play with Tank Heavy preference OFF
I'll tell you what........ YOU set up a game , use whatever points you think it will take to try and make your point then save it BEFORE "quite deploy" so we can see the formation, unit and points details, then post it here and we'll all see what you would want the AI to buy to build a "balanced force" that....
1] isn't tank heavy
2]is as complex as what the AI buys now with the same unit variety
3]does not buy wildly non historic types of vehicles ( so no fleets of JadgTigers or ISIII's or nothing but dozens of 88 AT guns )
......that uses all the points you think it should. I will be most interested in what you show us all
Don