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rich12545

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Posts posted by rich12545

  1. edit: I can't see ay reason why drones won't attack units in cities. Possibly the damage they do to the city itself takes precedence over hitting units. I'd love to see an option for a choice of which improvement or units you want to target in a city, it would make for some fun strategic choices.

    I haven't looked at the ruleset in a while but I believe you can set your prefs in there.

  2. Hey jeep I pretty much agree with you. It wouldn't be difficult to program the ai to use escorts. You could add to each unit in a ruleset which units could provide escorts. For example, battleships could add destroyers or whatever. So if the ai has a destroyer near a battleship (within a certain distance per user input) there would be a chance, maybe 75% or whatever (user input), that they would combine into a group. Once the battleship entered a friendly city there could be a user input chance the group would disband, or if the destroyer needed repairs. Anyway, that's the basic idea.

  3. Well, it's not on the poll but I think bug fixes comes first.

    Then Smarter AI - Better tactical (including the aircraft carrier, sorry had to mention)

    More options - open up the terrain to allow for new user created terrain and modification of current terrain.

    Official maps and scenarios.

  4. You're talking about AI units I assume. I wouldn't want this to happen to my units. For AI units this should be already there to a certain extent. My understanding is Brit fixed it a month or two ago. They will go in for repairs based on a formula.

  5. I have no problem with loading the BFC website.

    Re your first two points, we've been talking about this stuff ever since the game came out. Brit is in the process right now of making the AI better and this should be ready soon. I'm waiting for that patch to start a new game.

    I don't like playing with units that require resources each turn because of the problems you described. You can easily modify the ruleset to suit your preference. A month or so ago Brit modified how the game uses resources but I haven't tried it. You might like to search and read, it's a better system. Maybe you didn't update the game when you installed it.

  6. I've seen the AI building planes. But if others aren't then maybe unit production choices aren't fixed after all.

    The reason the AI doesn't guard transports is it has no ability to do so. There's no escort function programmed. Same with battleships lacking destroyer escorts.

  7. It's not just airstrikes. It's different facets of the AI although airstrikes is certainly one of the most important. I've been talking about the AI for months and months. He finally got unit production choices working properly but it took a couple of months. I hope airstrikes and other AI concerns might finally get addressed.

  8. Sorry to keep harping but the AI is one of the most important things in a wargame. While it's nice to have extra features like being able to make 3D units, having a proper AI is far more important. Multiplay is nice for those who want it but the majority of wargamers play solo only. This game has so much potential but some basics still don't work properly or we don't know how well they work. Aircraft is one of them. Aircraft carriers is another. Using paratroops is another. Sending injured units back for repair in a timely manner is another. Plus some that I can't think of offhand. Not being able to make new 3D units doesn't matter. But an AI that doesn't function properly is a game breaker. The game came out last November. All that AI stuff should be working properly by now. This is getting very frustrating. I'd like to suggest to Brit, in the nicest way, that he concentrates on getting the different parts of the AI working right before working on other facets of the game.

  9. Okay. I thought that the AI's repair functionality was working. I just tested it now using two damaged battleships. Yes, the AI does send units to the correct location to get repaired, and keeps them there until they're repaired. Now, I need to make sure the AI is using the repair system often enough, and in the correct situations. It's possible that the AI isn't using this functionality as often as it should.

    Hi Brit. Just wondering if you figured this out. Is the AI using repairs as often as it should?

  10. So I'll be very interested in seeing if the AI not only does repairs but sends units to the proper building to have them done when needed like when hitpoints reach half of max.

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    Hi Brit, just wondering if you ever figured this out?

  11. What I've been thinking about for a while is a ruleset that uses all those buildings for making and repairing units, where it takes resources to build them and to build units but none for maintenance. And simple tech. Like infantry levels 1,2,3,4,5. I mentioned this in another post. So I'll be very interested in seeing if the AI not only does repairs but sends units to the proper building to have them done when needed like when hitpoints reach half of max.

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