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  #1  
Old March 23rd, 2011, 08:19 PM

Brian61 Brian61 is offline
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Default Re: AI Tank delay

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Originally Posted by Mobhack View Post
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)?
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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  #2  
Old March 23rd, 2011, 08:30 PM
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Mobhack Mobhack is offline
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Default 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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  #3  
Old March 23rd, 2011, 07:45 PM
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DRG DRG is offline
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Default 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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  #4  
Old March 23rd, 2011, 07:56 PM

Brian61 Brian61 is offline
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Default Re: AI Tank delay

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Originally Posted by DRG View Post
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
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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Old March 23rd, 2011, 08:18 PM
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Default 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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  #6  
Old March 23rd, 2011, 08:26 PM
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Default Re: AI Tank delay

BOTH of you see what I wrote in post 13

Don
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  #7  
Old March 23rd, 2011, 08:28 PM

Brian61 Brian61 is offline
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Default Re: AI Tank delay

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BOTH of you see what I wrote in post 13

Don
Sorry, you ninja'd me I'm gonna shutup and step out of the convo now
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