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Old June 17th, 2006, 03:37 PM

snake snake is offline
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Default Re: Bug in AI buys?

Andy, you said:
Yes. you have a limit of 200 for your core, and then the normal 500 unit limit applies, unless it is a special battle that requres a set-aside for special units (rubber rafts or landing barges) where you have less of an upper limit as the assaulter in a beach or river crossing.

Check out my save game again and you'll count more than 500 Russians and it wasn't a beach assault or river crossing so no special units are present. I don't think the limit for AI picks is 500. I'm playing another delay and I'm sure there are more than 500 units again.

As to Art, I suppose it's because I wanted to play lots of small battles than I chose a force value of 3000. Not a lot of unit picks left after using 1000 points for art units (4-6 batteries).
Yes, my Pz 2's aren't great but I tried to pick a realistic kind of heavy tank with mech inf force and I wanted some variety. At the beggining, I had no idea that the 3000 value would keep inflanting with experience though I expected updating equipment would. I threw in some brandenburgers and some SS smg inf just to see if they were really better. Actually, I think in some ways it's worse because the SS and Brandenburgers don't retreat! Blasted high morale idiots stay in their hex and keep getting wasted instead of popping smoke and running a little like all the dang opponents. So frustrating to hit 1 guy and watch them run a hex, hit one, run, and so on while my guys just stand up and say shoot me!
High morale shouldn't mean high stupidity.......

Here are a couple of points - should these be posted in bugs?
1. I find that collateral damage hits stop weapons fire. For instance, a tank with a 75mm HE shot fires it's weapons at a unit. Normally, even if taking a casualty and NOT running, the other tank's weapons TMG and BMG's fire as well.
But, I've noticed that if the HE round forces a unit in an adjacent hex to take a casualty or even a retreat, the remaining tank weapons cease to fire at the original hex. I don't think this is correct. Why should a casualty in an adjacent hex cause the remaining weapons to quit at a totally different target?

2. If I shoot at a hex with a friendly unit in or adjacent to the target hex, my units often take suppression, casualties or even kills (on average, at least 30% of the time I get a hit on my guys.) If I shoot into an hex containing more than one enemy, everybody can and has been hit on occassion.
Fine. So I figure I'll move my tanks into a hex with enemy units (usually routed) after all my fire figuring in his turn he'll shoot my units and damage HIS as well.
Well, I've done this dozens of times and replayed turns dozens of times and I've never seen an enemy unit EVER take any casualty or damage from it's own friendly fire.
Yes, his own art will do his own guys but I've never seen an infantry casualty to one of his squads when his other squads fire into the hex containing my guys, AFV's or Inf. Never and I've done it a lot!
Sometimes, my own inf guys retreat into a hex with his inf and in his turn he fires dozens of times with many different units (inf and guns) into that hex and never hits anything but me. If I shoot into the same situation I always hurt my own units.

Does the AI have a no hurt policy to make up for it being an AI?

Charles,
How big a force do you usually buy so you can afford all that AA and art?

Snake
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Old June 18th, 2006, 02:10 AM

Charles22 Charles22 is offline
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Default Re: Bug in AI buys?

Snake: Well I'm usually limiting myself to 3,250 points these days. Depending on the nation I'm playing, I end up with between 95-115 core units. That force value is based on the 1939 Germans. Naturally if I'm starting later I might have to bump up the core value a bit, but most nations are cheaper than the Germans, for one reason because they start off the earliest.

I wouldn't worry about you core value going up if I were you. All the nations units go up with time, and the only way you can play with a force effective to the time period is to not worry about how expensive it gets. Besides, if you don't like having any AA in your core, for example, you can always use some of the upgrade points to add them into the core later.

I like to think of my force as that nation's best, but I also won't exclude some really sub-par sort of equipment like the PZIA's, PZIID's and a few others, just so I have to deal with some of the issues the real commanders had to deal with. If I have nothing but the best of every tank the Germans had for the time period, for example, the game could get boring pretty quick, as the AI isn't constantly going to keep buying nothing but CharB's , Matilda's, and KV's. I like to have a sense of peril. I also normally carry a couple of elite infantry type platoons in my core so my infatry is normally better then the enemies, but it's not too bad since their impact is limited, and I use them almost strictly in defense and if my armor is working very well, not even then. So I generally will have either 5 or 6 platoons of infantry in core, with two being elites of some sort while 1-2 are engineers, and then the rest are basic infantry, with sometimes one of those being a platoon of the shoddiest infantry (recruits etc).

I'm pretty set on how much and what types of units I like to go with in my core over time, but the one thing that perplexes me a bit is if I should have a section of bazooka type troops in core, but at least in this game if I don't like the ATR's early I can later add in the panzershreck boys to the core in the case of the Germans. I definitely wouldn't bother with panzerfaust units, because the basic infantry all pretty much get them as a secondary weapon.
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