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Old April 14th, 2023, 04:35 PM
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Mobhack Mobhack is offline
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Default Re: AI improvements?

Not a lot if anything AI-related has changed since then that I can think of. We changed the AI radically way back in the MSDOS days and early versions of the Windows version. The original SSI game was appropriate to the French at Agincourt - "see objective, charge objective at full speed" and our tweaked AI code is somwewhat more cautious than that.

A lot of the early stuff was simply allowing it to deploy in a diffeent manner than the rigid "Greek phalanx smack in the middle of the map" style of the original games, so now you can have the AI go heavy on the left flank or whatever, it sometimes has reinforcements that appear halfway through the game as a second wave and so on.

But in a scenario, the designer can programme the release of units to objectives, lay them out logically and so on as opposed to a random generated battle. A scenario designer is also not limited to the default troop ratios points-wise or he can tweak the leader rally rates etc.
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Old April 15th, 2023, 03:03 AM
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Fallout Re: AI improvements?

When I saw the "scenario" used that was my thought, in that the designer intended for that to happen.

I can assure you the AI is still coming at you with armor and any mechanized infantry units first.

In my last battle (#8 of 25.) from my generated campaign I finished earlier this week (I set my AI tank heavy with plenty of buy credits.)

My left flank was my weakest, center would act as a "feeder" to my flanks with the right flank a little stronger, then the left.

Based the map and objective locations I felt the center needed to be the stronger force and to better allow me to "pivot" to meet any threat.

The main attack was on my left. This involved some APC's and about 15 tanks T-80/T-72 and a T-90 supported by a Hind-P.

If not for my artillery I would've lost the battle on the left. The Center and Right were engaged to the point I didn't have the flexibility to reinforce my flanks as hoped. At the same time I was under air and artillery attack mostly in the Center.

AI sent in 4 transport Helos late in the game escorted by different Hind-P. This air assault was meant to retake my Center objectives I had captured earlier in the game.

It failed completely by all being shot with one transport taking out an Ammo Carrier I sent in to chase it off from below with its machine gun.

The helo didn't "run-away" and attacked my ammo carrier with the end result it destroyed it and then the explosion "shot down" the helo. They were "stacked" with the helo in low altitude.

Typical overall results with AI mixing things up a bit with a "GOTHA" or two.

The battle resulted in a DRAW.

The AI tree is still RECON/MBT/APC (Mech)/Infantry
With Air and Artillery support


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Pat
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Last edited by FASTBOAT TOUGH; April 15th, 2023 at 11:55 AM..
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