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  #1  
Old March 15th, 2008, 09:54 PM
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Mobhack Mobhack is offline
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Default Re: PZIVB AP Use

gold spot = priority target. The AI has no knowledge of these, and does not use them, even if playing a scenario where the designer has set them (unless it randomly chose an impact hex which correlated with a priority target, of course!).

It plots all artillery fire missions from scratch - it does not know about 'repeat' missions or shifting fire (there is code in there that should - I added it meself guvnor! - do it - but something else in the spaghetti seems to take priority over that).

Planes, if targeted on some hex will search around for a target. The search zone is quite large. The AI may have plotted that plane 3 turns back, on something else you did (tanks moving on a road nearby say that were in LOS to it), or just simply on a random hex in your deployment area, or as 'road rage' on your road network, or near an objective cluster.

Our AI code, unlike the SP original has no 'magic spotting' abilities, and it has no ability to 'switch' the impact zone right across the map onto a useful spotted target like the original code.

Assuming it has no more valid located targets to unload on:
- It will sometimes fire into a random hex in your deployment zone, since players usually leave their artillery park there
- It will fire on hexes you fired indirect from (smoke puffs), since a human player can do that too, I gave it that ability
- It will beat around enemy or neutral objectives
- It will beat up the road network - either in your rear zone, or on the approach roads on your half of the map
- it will target hexes you fired direct from, or even Z fired from (if you do the 'hill dance' of popping up to fire and retreating back behind the crest - expect some arty presents, if it has some unassigned batteries. Popping smoke grenades is also an 'AI interest' item now - since you did that it must have ben important - so I'll send presents.
- Like a human player, it now knows about dust trails raised by movement in deserts etc

So - do not park arty by roads in your rear zone, or near objective hexes, And if you fire, relocate after a move or 3 of fire as it is healthier. If you pop smoke, clear the zone.

I have plenty of times seen AI air strikes on parts of the map where there was absolutely nobody around - but I usually don't 'shotgun' formations all over the map and concentrate my troops into the deep South/North as a lump, or half a lump North and half south with a few scouts observing the middle etc. (Which can be a pain in MBT if he suddenly unleashes MLRS or several CBU air strikes, or in WW2 when the nasty Nazi unloads 18 odds Nebelwerfers and killed an entire leg company of veteran/elite leg grunts - AARGH! but life is a terminal STD )

Cheers
Andy
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Old March 15th, 2008, 10:30 PM

Charles22 Charles22 is offline
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Default Re: PZIVB AP Use

mobhack:
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I have never seen anything like that, and there is no AI code which "measures danger" like that.
Wow, that is fantastic, because it's happened on two totally different parts of the map. Both the exact situation, where I have a few platoons of the "very same" tank overlooking a valley. The tanks in both cases had absolutely nothing obstructing them, as I couldn't destroy them. It finally got to the point that I got frustrated and brought some help from other places, but one of them is still ongoing now. This is occuring over at least 3-4 (more like 6 or 7) turns, so it's not like they haven't had time to get re-directed and take another path. Naturally, I can only tell you what it is doing, not why. Now since this seesm to be unbelievable, I will be on watch for it in the future and do a save when I have clearcut evidence, but as my saves stand, only the PZ38 one has any semblance of showing this behavior, and at this point an unbeliever wouldn't be too convinced with what it looks like now, as I have made some "other" adjustments as I said.

Quote:
Again- they don't do that. However if your unit is now known about then they may be going somewhere else, or an objective nearby has flipped, or they have decided the hex entry cost is too much (with wrecks in it now) and have gone around another route. Or are simply hanging back as there is now a random choice if enemy is known, to close - the original SP 'tin lemming' code simply charged the objectives with anything that could move, regardless. Our AI code has a little subtlety built in.
They may not be doing that, but it looks an awfully lot like it learned from the first tank going down to both fires from those hills: "They destroyed us at the next hex, therefore we shall not approach more closely". I'm not kidding. It's like that engineer thing I mentioned. I haven't played the latest version of winspww2 very much but I have never seen anything like this before. See also the peculiar air strike I mentioned. There was absolutely no reason that should has happened, unless you think that the air strikes are willing to go after something at random, which I have certainly not ever seen, esecially since there was absolutely no way he spotted the units. The only thing I can figure is there's some very rare random code where they learn where a unit is or more likely just some glitch that exposed them but there wasn't any gamewise explanation for.

You will notice one key ingredient to my story of the tansk not going any further though...they both are facing hills with only one kind of tank on them. One hill has "nothing" but PZIVB's, while the other nothing but PZ38t's. So what may be happening, or at least it alwasy was in my prior games, I always had something of a mix on those hills. So while the gang could rely, in this case of the return fire being almost exactly the same, though at somewhat different distances, in the other example he could not, because they can't account for both the distance and the difference in tanks being a consistent pattern. the "only" way i have managed to break these things up at all, apart than some of the help I brought from other places in various forms, was to actually move some of the tanks closer. It's like they accounted for the original fire and it's distance, but when I uncharacteristically moved forward against heavy odds they didn't account for it, though they might fruitlessly return fire. Part of the key also, might be, that I only sent at most 2-3 of the total 10 or so tanks forward and kept all tanks firing. To leave some of them further back firing as well, though fruitless pretty much, might had kept him from accounting for the forward moving fire. Yes, I know, you say that doesn't happen, they don't re-calculate and "know" when that AP will start firing, or that it's effect, in the case of the PZ38's, will climb one more point in damage, therefore endangering them, but it's screwy nonetheless. Certainly nothing I have ever seen before.

Good to see the stories about the filtering as well.
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Old March 15th, 2008, 10:48 PM

Charles22 Charles22 is offline
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Default Re: PZIVB AP Use

mobhack:
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A top armour hit takes angle into account as well - just like a side armour shot does. So it can generate rather more resistance than you thought at longer ranges - that "2" can get an effective or 6 armour at long range, as the shell will have a bad angle of fall. Topshots are really only good in rather close.

Says Andy, whose A13s were up on top of some hills shooting down at Italian M13/40s at 1000-1200 yards the other week, and getting top hits with 6 resistance for the top hit shots
I'm not sure that makes sense to me (that angles make a difference when a top is hit), but after posting what I did it did occur to me that top hits should be much more rarer from a further distance, so maybe even just given the limited outlook as I am looking at it now, that might had been enough distance to make the hits a lot further from occuring than I commonly see and therefore rendering the impossible HE damaging shots, more possible than I foresee.
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