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  #11  
Old August 13th, 2012, 10:18 PM
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Imp Imp is offline
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Default Re: ATGM Units

Quote:
Your proposal on having the AI filter fire thier AT's is of course,, beyond the scope this game
.
No its not they can be set up to work that way

Quote:
Why? are you so concerned about the AI
Because its an easy fix unlike sorting the pathing so that the AI does not lemming charge at you & the AI needs all the help it can get.

On that as a sort of fix when a vehicle fires its smoke dischargers (or possibly is fired on) could that triger a series of choices for the AI all of which include unloading any passengers.
1) Stop & unload
2) Move back along the original path & unload
3) Advance & unload.
Also if possible all later moving vehicles should unload when get within say 2-5 hexes of the event determined randomly.
Or as no idea how it works have hexes that are fired on by the enemy"flaged" by the AI as hostile & vehicles near it go to combat speeds & unload.
So they will move at only 1-3 hexes following passengers if possible.
or possibly vehicle will remain stationary the turn after it unloads only moving if a enemy unit is seen that it can fire on with a small move.
Perhaps making hexes that have recieved fire act as temporary Victory flag hexes would work as the AI seems to perform better when within about 10 hexes of them
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  #12  
Old August 14th, 2012, 12:02 AM
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Fallout Re: ATGM Units

I don't have much time as I have NLW Trng. in the morning, however I do concur that the AI needs some help here to prioritize it's targets, HP teams will do the same thing in shooting at trucks and utility type vehicles during the AI movement sequence. It "seems" the AI does learn that the opposing HP team is shooting a little more then would be expected and thus move those type vehicles first if used before the more high value units so as to draw that fire. Coincidence? I don't know I'm not a software guy, however if you haven't got there yet, the problem with the AI shooting low value targets is the fact that it can't resupply it's teams with ammo where the HP can do this for his teams all battle long. If I'm making the investment in ATGW teams you better believe I'll have a means of resupply close by. It's a game option I have and most people out here understand it's real life with most modern armies today as well. As ammo resupply is an issue for the AI then limits maybe should be placed on the AI to target MBT, IFV, APC/FORTS, SPAA/SPA, GRUNTS, then all the rest as the game progresses.
Just my "two cents" as I've watched this progress.
Good Night!

Regards,
Pat
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  #13  
Old August 14th, 2012, 01:37 AM

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Default Re: ATGM Units

To be fair, resupply is too easily abused in the game, making multiple rocket launchers for example seem much more effective than they are - one reload sure, infinite reloads no.

Besides, not being good at prioritizing targets is at least realistic. It is only because the human is given unrealistic powers that it is unfair. In real life, you are aiming at silhouettes, not things clearly marked "Truck" or "T-80BV" with their weapons listed.

But what I would like to see is fixing the Auto Deploy function. I notice that often one platoon of Company A (which is mostly in the South Side) is scattered all the way to the North, in Company B's area, and so on. Obviously, the computer cannot be as smart as human but I would like seeing at least two things:
1) Companies grouped together rather than scattered)
2) Better deployment for things like tanks and ATGM. Perfection is impossible but at least they can care about LOS. Infantry hiding in woods is more or less acceptable, ATGM units wasting their LOS in the woods is not.
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  #14  
Old August 18th, 2012, 01:25 PM
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Default Re: ATGM Units

Point one could be looked at. I'm not in a position to run test to evaluate this ATM but I will in the future

Point two is not possible because the game has no concept of LOS when it deploys but if it did you wouldn't find those nasty ambushes in places that normally an AT gun or ATGM would be. Random unpredictability is what keeps people on their toes in this game.

The simplest way to understand how the AI deploys is to set up a game and buy some units. Then, when the next screen appears press "Auto deploy" then, when the game loads, press ' = ' key and the units will be redeployed. Every time you press that they will be redeployed. That's what the AI side does once when you start the game.

Now go back to SP2 and do the same to see how far deployment has advanced in the game. The game DOES NOT ( and can not ) calculate every possible LOS combination for every unit for every hex on the map before deciding where is the "best" place for a unit to be. Sometimes the best place for a AT unit to be is the last place you'd expect an AT unit to be. If we could manage to only put units in the "best" place it wouldn't take players long to figure out where the best place to attack would be.

Don
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  #15  
Old August 18th, 2012, 02:14 PM
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Default Re: ATGM Units

As a matter of fact, a few years back I tried calculating the "best LOS" as a little test of deploying units, in the defence. It added about 5 minutes to the AI deploy time for a not too large force, and tended to put the stuff in "very obvious" places like all the AAA on the top of the only hill in the defended area etc..

So basically - not much advantage over the random placement the AI uses ATM, and less unpredictability for someone who did a little terrain analysis.

However - I have some ideas for experiments in generating a better AI defence using an LOS map. Will see if I get the time this year.

Andy
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