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February 4th, 2007, 01:11 AM
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BANNED USER
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AI deployment in generated battles
Hi,
When the AI deploys all by itself does it just line stuff up against the back wall of the map,or does it deploy stuff
all around its availible deployment area?
Thanks
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February 4th, 2007, 05:10 AM
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Private
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Re: AI deployment in generated battles
for a look at AI deployment examples do a battle but set the game length to ONE turn. the battle ends after that one turn examine the map and you'll get a fair idea (very good idea if the AI's mission was delay or defend) of how the AI deployed.
vv
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February 4th, 2007, 09:38 AM
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Major
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Re: AI deployment in generated battles
Or you may use scenario editor with aouto AI deploy. You may try buing various unit sets for the same map and various missions and see how the AI handle them.
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February 4th, 2007, 02:06 PM
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National Security Advisor
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Re: AI deployment in generated battles
Easier way, as described in the GG is to set both sides to AI player and AI buy but human deploy. Auto-deploy is AI deployment. Then auto deploy the forces in turn. You can do this several times, but mines (if defending) wil only be deployed once. Repeat till you are done with side A, then quit deployment for side A, repeat process for side B. When finished with side B then quit the game.
Repeat the process many times for yarious battle types, opponents, dates and points values and you will get an idea of the AI force picks as well.
Cheers
Andy
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February 4th, 2007, 02:26 PM
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Shrapnel Fanatic
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Re: AI deployment in generated battles
A further refinment to Andys suggestion......
Set both sides to AI player and AI buy but set the AI ( player 2 to human deploy. Make sure the points are what you want to see tested and make sure the points for player 1 are set to whatever you want but player 2 is set to BATTLE POINTS XXX. You can also decide now what type of battle you want to see the AI's set up for as they are all different.
By setting player 1 ( you ) to AI buy and AI deploy you skip your deployment . By setting the AI to human deploy you see what it will do.
When the deployment screen appears press AUTO DEPLOY. This will deploy the AI's units the way the "AI" would have. Once that is done zoom out the map a bit so you get an overview. Having the ID tags ON helps a lot here. Looking for the yellow dots on the mini map helps too.
Now you can see what the AI would do... HOWEVER, this is not what the AI does every time. Once you have seen this set up press the '=' ( equal ) key. Every time you press the = key you redeploy the AI and you will see the variety of AI deployments that is built into the game
Don
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February 4th, 2007, 05:45 PM
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Corporal
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Re: AI deployment in generated battles
Right and a further refinement beyond that:
* looks in the mirror *
Umm, hey wait a minute I'm a newb, I don't have any refinements!
Oops. Nevermind...
T_R
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February 7th, 2007, 12:25 PM
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Corporal
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Re: AI deployment in generated battles
Something else to note (which i discovered by accident after years of playing) is that when the AI delays or defends it places its units around certain victory hexes; nuber 0,7, and 14. So, if you rearange the VH, place those three where you want the AI to set up it's defense. It will igonore the other ones during deployment.
Another comment - try asking someone to deploy the enemy forces for you, just put a post up here with a scenario & instructions. You'll usually get something back within a day or two (see my post on this page).
AB
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February 9th, 2007, 11:39 AM
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Shrapnel Fanatic
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Re: AI deployment in generated battles
Quote:
AB said:
Something else to note (which i discovered by accident after years of playing) is that when the AI delays or defends it places its units around certain victory hexes; nuber 0,7, and 14. So, if you rearange the VH, place those three where you want the AI to set up it's defense. It will igonore the other ones during deployment.
Another comment - try asking someone to deploy the enemy forces for you, just put a post up here with a scenario & instructions. You'll usually get something back within a day or two (see my post on this page).
AB
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That will no longer be the case once the WinSPWW2v2 patch is released. The code has been changed so those three V hexes do not get "Special Attention". The code will treat all V hexes the same when it comes to deploying a defense.
Don
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February 10th, 2007, 12:31 AM
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Corporal
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Re: AI deployment in generated battles
Quote:
DRG said:
That will no longer be the case once the WinSPWW2v2 patch is released. The code has been changed so those three V hexes do not get "Special Attention". The code will treat all V hexes the same when it comes to deploying a defense.
Don
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So AI will deploy around each and every VH? That will be a nice step foward, along with the ability to position VH is obviously defensive terrain.
Any way to code the AI so that it preferes to place units in more defensable terrain, such as buildings, woods, etc., or with decent fire lanes? ie; no heavy AT guns or missles in the middle of the forest.
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February 10th, 2007, 06:49 PM
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Shrapnel Fanatic
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Re: AI deployment in generated battles
No not every V hex but then, that depends entirely on how many troops it has to defend things. One of the quotes that pops up at the end of the game says ( to paraphrase ) " he who defends everything defends nothing" The AI "thinks" like that. There are randoms built into the game that change with every set up but it will now pay more attention to more of the 21 V hexes now than it did in the past when it tended to favoured those three "key" hexes when the shotgun pattern is chosen
If we made things 100% predictable everyone would figure the game out in a week and that would be the end of it so when you fight you way through a forest and find a bunker and a AT gun that you think shouldn't be there that's keeps you on your toes.
Don
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