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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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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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Old March 23rd, 2011, 08:46 PM

Brian61 Brian61 is offline
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Default Re: AI Tank delay

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Originally Posted by Mobhack View Post
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
The long campaign generator around the time of Stalingrad likes to ignore my settings and go to 80x80, I'm guessing that's because of the Stalingrad maps. In the autumn 1942 period I'm changing the map location to 45 (Russia) to simulate the Rzhev pocket battles (Soviet operation Mars offensive) which occurred at the same time.

So 80x80 human delay, computer advance, my setup line is 40. Not sure where exactly the computer setup line is but I'm guessing 60. So about a 1.5km walk until effective range allowing for a few hexes back from the lines.

I play with smaller (heavily reinforced company to understrength battalion) force sizes, core force point value is 2586. I buy pretty much the full allotment of support forces and have the ai strength set to 125% in config.

I'll try 60 depth to see if that makes a difference (would prefer 60 height too for my force type/size).

Thanks,
Brian
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Old March 23rd, 2011, 09:34 PM
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Mobhack Mobhack is offline
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Default Re: AI Tank delay

A generated Stalingrad map won't override what you have in your settings, but remember to change those at the correct point in the LC (simply changing the one in preferences, will not change the preference held internally by the LC - it will hold onto its last setting). I think you get the opportunity to change that at the build/repair screen point - MAP/preferences button.

Otherwise, it simply uses the setting you had when you started the campaign.

Cheers
Andy
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