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rich12545

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Posts posted by rich12545

  1. By the way, the AI has had a repair system in place for a while. If it's not using it frequently, then there's either a bug in the system that's blocking repairs entirely, or maybe it's simply not getting repairs frequently enough.

    Oh. I've been playing with no repair in the game so as not to take advantage of the AI so I don't really know how it's working.

    A while back you wrote that the AI had no system for units going back for repairs when needed. And I hadn't seen any mention of it in any updates. But if there is one, this makes it possible to make a ruleset with buildings that can build and repair different kinds of units. It opens up a lot. Would you mind elaborating on how the system works?

  2. There's a fine line with resources. If there's not enough then this stifles current units maybe critically which makes the game not much fun. If there's an abundance then resources don't mean anything because there's more than enough. I think maybe the best way is to make resources rare but use them only for building new units, not for maintenance.

  3. Hi. You must have a different name on another forum.

    You can increase food availability in the game as aka Hawk said. The best option imo is to set resource requirements in the ruleset. You can easily reduce food needs to your preference or, as I've done, eliminated resources altogether. You need the full game to do this but it's extremely easy.

    So essentially this is a non-issue.

  4. The content pack is a good idea. And I think the basics should be finished. Sorry to keep harping on this but there a few things undone.

    1. Aircraft carrier AI needs to be improved.

    2. Paratroop AI needs to be improved.

    3. The AI should have a system to get its units repaired. I suggest that when hit points reduce to 55% of max the AI sends the unit to the nearest repair facility for that type of unit.

    4. Additional terrains as discussed. Jungle and maybe a few others.

    Plus any other kind of basic that I can't think of. It's hard to build when the foundation is unfinished.

  5. This looks like a good idea. I'll start using it after Brit programs the ai use of repair. At this point, the ai does not recognize that a unit needs to be repaired. There should be a threshold like 50-60% of hit points where the ai moves the unit back to a repair facility like a city for repair.

  6. I'm not sure if I understand you correctly, but did you know you can click on the flag in the player selection section and change to any one of dozens of flags? Afghanistan, EU, Pirate etc. etc.

    Didn't know that. lol. Thanks for the tip, I'll do that next time.

  7. Nice update. I have a question and a very minor suggestion.

    I'm in the middle of a game. If I change the ruleset for that game, will it reflect right away or is the save locked to the original ruleset?

    Here's the very minor suggestion. When setting up the players for a game it would be nice if, for example I choose four total, it shows all the players and they each have the option of not playing. I just get a little tired of playing against the French, Germans and Soviets in every game and wouldn't mind some variety. Also, some people who buy the game and are from other countries might like to play their own but that might not be possible.

  8. I'll write what Brit responded when I asked him.

    The attacker's to-hit value and the defender's defense value are used to calculate the percentages. A to-hit of 10 against a defense of 5 will hit (on average) twice per turn.

    I think it's really simpler than you think but takes understanding how it works. Hope this helps.

  9. Yeah, I agree. Although with "all at war" the ai works much better and more aggressively all the way around. But there are individual situations where it could do better. I know this is something Brit will be working on and hopefully it will go up on the priority list.

  10. Map 3000x2400, 40% land, large islands, no resources, 1940 ruleset with no resources, 3 starting cities (would be random in a real game), all at war, four veteran ai players.

    Players expanded well even when meeting other players. They did not stop or turtle. I attribute this to the "all at war" option. Very good aggressiveness from the beginning.

    Although they were all veteran ai players they produced somewhat differently in detail. This is good imo.

    Players produced battleships in mass from the beginning of the game and usually added other warships later. This seems backwards from the way it should be.

    In general they produced very few infantry. IN should be made a bit more powerful against armor and aircraft and produced more by ai players.

    Aircraft production varied. Some players produced many, some not. It seemed that the players who were doing better produced more aircraft.

    Later in the game, those players who weren't doing well tended to produce more warships and not enough infantry/armor.

    Since every ruleset can be different, maybe there's a way to include production choices/priority somehow in each one?

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