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Old December 10th, 2008, 12:08 PM

francoisD francoisD is offline
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Default Re: AI unable to build big army (>25000 pts)

hi don

indeed there was a problem of understanding what you said. this is clear now, thanks to roremine, who told me to look at the oob files

i now understand what is the radio code, i looked before your answer to the mobhack help file.

i will tell you now what i believed first:
there was an internal table that gave each unit a probability to be chosen, within each unit classes (so that each probability added to one withing the same class), while there is another probability on top for the classes themselves. i also believed there was a pre selection of troops because whithin the same classes, not all the troops are chosen within the same battle.

so I said to shift the probabilities within classes to expensive units

but this is not the case

now there is only 3 cases for each unit, normal, rare, and common, and from this, you compute probabilities by another mechanism
so we cannot directly handle the probabilities.

i was looking at the oob files for the first time of my life when i read your message. apparently, i could create a new oob set that says that all expensive units are common, and all others are rare. do not know what will this give.

now for the example your request, it was already given in one previous message.

i think it is similar to heavy off, because there is only 30% of tanks (with heavy on, its 50% or so)
janurary 1944, russians, meeting engagment, 29000 pts

300 standard infantry worth each 16 pts, 4800 pts (60% of infantry)

70 kv 85, 70 t34 1943 equals 11875 pts for the tanks (28% of tanks)

32 hvy howitzer 152mm, 7500 pts (6% of heavy artillery)

20 heavy at gun 61 pts each= 1200 pts (4% of heavy AT gun)

78 units worth each 40 pts (flak, FOO, ...), easy, means 3100 pts

i do not think this army is so unrealist. it is an elite force...

so it is clear that, with heavy off, you only have 200 units to adjust the pts for the big battles, because infantry always cost more or less the same thing

anyway, you can critize this army

but do not you think that the huge variance in pts encoutered with your algorithm is a drawback?
you set up a 20000 pts battle and you end up with the ai having a 16000 pts army?

i do not think the variety in troops should reflect a variance in pts, especially when considering the points can never overshoot the total pts.
if it could, you could say that the game engine is purposely having a huge variance so that battles can be randomly easy, difficult, and so on..., independantly of anything else

and what about the idea of giving on the deploy screen the total pts of the ai army and the total pts it should use?

for me the problem would be almost solved in this case, i just would have to reload and restart battles, until it gives me a correct ai army.
thanks to the huge variance, since your game can provide sometimes, 28000 pts armies
a bit repetitive...
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