.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2
Notices


Reply
 
Thread Tools Display Modes
  #11  
Old February 10th, 2007, 06:52 PM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,492
Thanks: 3,963
Thanked 5,702 Times in 2,814 Posts
DRG will become famous soon enough
Default 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.
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
__________________


"You are never to old to rock and roll if you are too young to die".--- What do you expect to be doing when you are 80?


https://www.youtube.com/watch?v=8kWt8ELuDOc
Reply With Quote
  #12  
Old February 10th, 2007, 08:52 PM

AB AB is offline
Corporal
 
Join Date: Jun 2005
Location: Northern CA
Posts: 51
Thanks: 0
Thanked 9 Times in 4 Posts
AB is on a distinguished road
Default 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.

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
Reply With Quote
  #13  
Old February 10th, 2007, 10:47 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
Mobhack is on a distinguished road
Default 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.

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
Reply With Quote
  #14  
Old February 11th, 2007, 08:10 AM

Marek_Tucan Marek_Tucan is offline
Major
 
Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
Marek_Tucan is on a distinguished road
Default Re: AI deployment in generated battles

Heh, 81mm barrage? 60mm was enough for me, thanks
Also, apart from the deployment glitch, there were mines/dragon teeth available even on meetings or delays so a gamey tactic was to buy DT's enough to cover the entire frontline except one gap, through which then AI vehicles were to come and were to be plastered by all arty.
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:35 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.