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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
__________________
The Koenigstiger was the most powerful combat tank of World War II combining a powerful and effective gun with armor that was virtually impervious to any Allied tank or anti-tank gun. The result was battlefield history! -- George Parada
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February 7th, 2007, 12:25 PM
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Corporal
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Join Date: Jun 2005
Location: Northern CA
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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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February 10th, 2007, 10:47 PM
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National Security Advisor
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Re: AI deployment in generated battles
Quote:
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.
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Yes, one of the things I did first was to fix the original SPII deployment for an advance or attack, which was successive straight rows by platoon in the centre of the map, then a line of the same 2-3 hexes back, and repeat till out of troops. A bit like a Napoleonic battle really. (Don found some nice variant code the game already used for some reinforcement/flankers and we massaged that as well).
In SP3, it was even simpler - whatever the "wavy" deployment line was, just go back one hex and the AI troops were all in a bunched line there conforming to the front line, maybe 2 hexes deep like a greek phalanx. So simply pound 1 hex back from the front deployment zone on turn 0 and you were guaranteed to damage the AI - and as SP3 considered a track hit a "kill", it was the best way to deal with uber-tanks (an 81mm barrage killed King Tigers or M1A2 equally fine in SP3  )
Cheers
Andy
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February 10th, 2007, 06:52 PM
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Shrapnel Fanatic
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Re: AI deployment in generated battles
Quote:
AB said: That will be a nice step foward, along with the ability to position VH is obviously defensive terrain.
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I'm curious what you mean by this. The game already allows you to reposition the V hexes before a game and has for quite some time.
Don
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February 10th, 2007, 08:52 PM
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Corporal
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Re: AI deployment in generated battles
Quote:
DRG said:
I'm curious what you mean by this. The game already allows you to reposition the V hexes before a game and has for quite some time.
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Yes, i know. I meant that the AI keying off more than three VH combined with the EXISTING ability to manually position VH's.
I find that repositioning VH's works quite well when defending/delaying/meeting;ie, the AI is moving. It hasn't worked well for me when the AI is static, as the AI just clumps around the 0,7 & 14 hexes. I tend to like larger battles, so it will be helpful to have the AI defend more than just the three VH's.
I usually work around this by having a human deploy the AI for me.
AB
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