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March 23rd, 2011, 08:19 PM
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Corporal
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Join Date: Jun 2010
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Re: AI Tank delay
Quote:
Originally Posted by Mobhack
What - to add to the armour that the AI already holds back in reserve when assaulting, attacking or in the meeting engagement (when it has lots of armoured formations)?
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I can only state what I'm seeing repeatedly in long campaign battles. The computer opponent is sending a wave of tanks, indeed the majority of its armor strength, forward long before any infantry other than the riders arrive. I've been seeing this behavior consistently.
I only play WinSPWW2 these days so I have no idea about MBT's behavior.
If the delay of the initial armor was too long, certainly it would be exploitable. Perhaps a degree of randomness? The current behavior is certainly exploitable, simply put AT units up front and the majority of the computer opponent's forces are destroyed before the first ten turns are done.
Thanks,
Brian
Last edited by Brian61; March 23rd, 2011 at 08:21 PM..
Reason: Typo messing up quote
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March 23rd, 2011, 08:30 PM
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National Security Advisor
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Re: AI Tank delay
As a matter of interest - what sort of map depth are you using?
In other words - are you expecting the AI's grunts to walk 3+ KM (60 hexes+) to get to you.
(I find 60 hex deep maps to be about right for WW2 type combat, where the infantry is leg by default.)
Andy
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March 23rd, 2011, 07:45 PM
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Shrapnel Fanatic
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Re: AI Tank delay
Your idea has some validity, we've been discussing something similar which for obvious reasons we won't reveal the details. However, your theory that "artillery all of a sudden got a lot more accurate and dangerous" has no basis in fact. There is NOTHING in code tied to reinforcement delay that's connected to artillery so what you've seen is either what you hoped to see or another case of randomnumberitis ( i.e you got lucky or you had good eyes on the target or both)
Don
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March 23rd, 2011, 07:56 PM
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Corporal
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Join Date: Jun 2010
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Re: AI Tank delay
Quote:
Originally Posted by DRG
However, your theory that "artillery all of a sudden got a lot more accurate and dangerous" has no basis in fact. There is NOTHING in code tied to reinforcement delay that's connected to artillery so what you've seen is either what you hoped to see or another case of randomnumberitis ( i.e you got lucky or you had good eyes on the target or both)
Don
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Sorry if it wasn't clear from what I stated, it was an observation, and only applied to computer opponent artillery - my theory is that it is due to the increased number of eyes on the targets and less smoke from wrecks interfering.
Anyhow, glad to hear you're considering something along these lines, it will be a worthwhile improvement from what I'm seeing
Thanks!
[Note: continuing the test battle I think I made the delay a bit too long and the chance for (per turn?) reinforcement too low. A 8 turn, 70% reinforcement might have been a better choice for the 80x80 delay(me)/advance(computer) battle.]
Last edited by Brian61; March 23rd, 2011 at 08:03 PM..
Reason: added note
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March 23rd, 2011, 08:18 PM
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Shrapnel Fanatic
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Re: AI Tank delay
....and that's what those nice little "random variables" are for.... keeping people on their toes and why more variety is better than less and what's being discussed is more randomness and less predictability like knowing the tanks will almost always arrive before the infantry will
Don
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March 23rd, 2011, 08:26 PM
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Re: AI Tank delay
BOTH of you see what I wrote in post 13
Don
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March 23rd, 2011, 08:28 PM
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Corporal
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Re: AI Tank delay
Quote:
Originally Posted by DRG
BOTH of you see what I wrote in post 13
Don
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Sorry, you ninja'd me  I'm gonna shutup and step out of the convo now 
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