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Edwin P.

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Everything posted by Edwin P.

  1. Interesting minority point of view. I do agree that playing humans is a lot more interesting, but sometimes when you want a fast game late at night or are on a long flight to the UK playing the AI is just the thing.
  2. Here are a few simple ideas for the AI: 1. Let the AI know how many combat naval units are in each theater; Baltic, Atlantic, Med, Black Sea, Red Sea but not where they are. 2. Let the AI know how many combat ships that each side has so it can use this to alter its own production and research strategy. 3. Let the AI know how many enemy ground and air combat units are in each region: North Africa, Nordic Countries, Iberia, Western Europe, Eastern Europe, UK, North America, Russia, Middle East, - but not where these units are. At higher AI levels the AI would be more likely to use this information to help plan its actions. Beginner AI - 0% Intermediate AI - 50% Expert AI - 80% Genius AI - 100% EXAMPLE: At Expert level the Italian AI has a 80% to Know how many Combat Ships are in the Med. Based on this it will alter its tactical strategy to: Italy has 4:1 or better Advantage = Naval: Reckless Offense (if Italy has 4+ ships and UK has 1 ship in Mediterrean) Italy has 3:1 Advantage = Naval: Aggresive Offense (if Italy has 6 ships and UK 2 ships in theater) Italy has 2:1 Advantage = Naval: Cautious Offense. (AI uses Corps Transport to scout area ahead before advancing fleet). Italy has 1:1 Parity = Naval: Defensive Strategy. Now, if it does not know the strength of Allied units in the Med. it will use its default strategy or select among the other strategies randomly. =========================================== [ June 18, 2005, 11:15 PM: Message edited by: Edwin P. ]
  3. The Allied AI also has to consider if it should adopt a Control the Atlantic Strategy. In Sc1 if the Axis player deployed a large fleet in the Atlantic the AI did not know how to respond, it just kept sending forth transports to be sunk by waiting Axis subs. In most games this strategy will not be needed, but if the Human player decides to control the Atlantic then the AI should have a preprogrammed response that it can use to guide its actions. Example: Control the Atlantic Script Activated if Axis Fleets in the Atlantic > Allied Fleets in the Atlantic. I assume that the AI will know how many Axis fleets are in the Baltic, Black Sea, Atlantic and Mediterrean. This information will help to guide its actions. For example: IF Axis Fleets in Med >= 3 x allied Fleets in Med = Aggressive Strategy in Med. IF Axis Fleets in Med < Allied Fleets in Med = Defensive Strategy in Med. -------------------------------------- [ June 18, 2005, 01:29 PM: Message edited by: Edwin P. ]
  4. Sea Lion Defensive AI activates if following evaluates to > 100%. a. Russian War Readiness < 70% = +33% b. Allied Naval Fleets in North Atlantic <= 4 = +33% c. Axis Units Crowded Around Antwerp + Brest = +33% d. German Naval Units Jump by 100% from one turn to the next = +33% e. 2- Axis Amphibious Units sighted within range of UK = +33%. f. 3+ Axis Amphibious Units sighted within range of UK = +100%. Thus if any 3 of the conditions are met then Sea Lion Defensive AI activated. What does this AI Routine Do: 1. Recalls UK Navy to UK 2. Garrisons all Cities 3. Build Land Units 4. May Recover Research to Build Land Units. [ June 18, 2005, 11:23 AM: Message edited by: Edwin P. ]
  5. Good question, Telling an England AI that Sealion can happen? I would handle it in this manner. A forumula that takes into account: 1. Naval Intelligence reports large increase in number of Naval Vessels - on reports screen - number of German Naval units increases a lot. 2. Axis Land Units are not engaged elsewhere is a sign that something is up. 3. Once Russian or US War Readiness is above 70% the chance for a Sea Lion is practically non-existant. 4. Destruction of the UK fleet increases the chance for a German Sea Lion. 5. Strong AD reduces the chance for a successful Axis SeaLion as air power attacks on London are negated. 6. Advances in Axis Long Range Tech and large number of air units increases chance for Sea Lion. (remember that the range of Air units in SC2 is reduced). 7. The biggest change in Sc2 is the ability of Amphibious units to move to a costal hex and land in one turn. This means that all coastl cities or the approaches to them must be guarded. 8. Intel tech (new tech in Sc2 that tells you if enemy units occupy a city tile and/or its surrounding tiles). Tells you that Axis units are crowded around ports of Brest, Antwerp, etc. [ June 18, 2005, 08:24 AM: Message edited by: Edwin P. ]
  6. Thanks for the update. Ideally, what I would like to see is some general purpose AI scripts that affect the deployment of units in country or ocean regions of the map. For example: 1. Minimal Defense - excess units in region are withdrawn to other areas. Example: Axis - Minimal Defense (Libya) means that excesss units are withdrawn to the continent. In the Fall Blau scenario this would cause the AI to withdraw all units except for 1 corps in each city from Libya. 2. Strong Defense - sufficient strength kept in area to prevent enemy conquest. This in the Fall Blau Scenario you might have: Libya - 50% Minimal Defense (German Armor, German HQ, Italian HQ and Italian Corps withdrawn to continent), 30% Strong Defense (Only Italian Corps kept in Libya), Strong Offense [ June 17, 2005, 06:16 PM: Message edited by: Edwin P. ]
  7. PS: US Special Forces rode horses into battle during the recent conflict in Afghanistan. I would not have expected it, but there are some places where vehicles can't go or be fueled up.
  8. Not too long ago an American submarine ran into a mountain that was not on their charts. And before that an American sub came to the surface under a Japanese Fishing Trawler, the trawler sank. CNN Archived Report of Surfacing US Sub Sinking Japanese Trawler [ June 16, 2005, 09:24 AM: Message edited by: Edwin P. ]
  9. I agree, much more fun, more challenge, But for the next week I am really booked.
  10. I agree, much more fun, more challenge, But for the next week I am really booked.
  11. Any more Developer Diaries coming? The last one was released on April 6th, 2005 A.D.
  12. Really good, now only if the AI can read these notes.
  13. Really good, now only if the AI can read these notes.
  14. I have been thinking about this, since I first saw this post. At the Army, Corps level of SC I don't seeing it being practical mine fields were quickly brushed aside by these larger units; however, at the operational level - as in the D-Day Scenario screenshot posted elsehere by HC - it would be a welcome addition. Basically, at the start of an operational level scenario I would like to see a player have the opportunity to deploy mines on tiles of his choice. Purchase 5 mines mine for 100MPP and then select 5 tiles to place them on. You would see them during your turn and your opponenet would not. Once an enemy unit moves onto a mined tile they take damage and the mine is destroyed.
  15. One feature that i think SC2 needs is scripted strategies for the AI in scenarios. For example in the Fall Blau Scenario: 1. The Axis units pound endlessly against the Brits in Egypt. Why not a chance for the AI to withdraw excess units from North Africa to Greece so they can be used in Russia or France. 2. Axis Units do not withdraw to form a defensible line in Russia, they maintain a forward line where they are easily outflanked. Why not a 50% for the Axis to withdraw to a defensible line and a 50% for a forward defense. 3. The Allies should sometimesr mount an attack against Italy, sending forth the Navy followed by Armies and Corps. [ June 14, 2005, 08:32 PM: Message edited by: Edwin P. ]
  16. Note: Deluxe 3rd Reich is available from www.avalanchepress.com It is interesting to note that if the UK surrenders, units in the colonies continue the war. It is also interesting to note than in 3R the axis can offer the French one of two surrender terms: 1. Complete Surrender 2. Peace with Honor (Vichy France) I also like the fact that Britain can spend BRPs on propaganda to influence America feelings towards entering the war. PS: Have a look at the political events in the New Rules - downloadable from the above site.
  17. I agree those old games do provide a good OOB and with the new features of SC2 they can be made even more interesting. The one feature that SC2 will not offer is the presence of roads, those hexsides that reduce the cost of movement by 50% and make the control of towns and cities where these intersect very valuable.
  18. Getting back to reality, Russia would "probably" not been able to defeat Germany on its own. The threat of allied invasions tied diverted many of its (Germany's) best generals and troops to other fronts - such as Italy, France and North Africa. If these units were available to fight Russia the USSR "may" have been defeated. Futhermore, Strategic Bombings (and fire bombings) of Axis production centers seriously affected Germany's ability to replace its losses on the battlefield. Note: Probably and May because in war nothing is 100% predictable given a relative balance of forces (ie WWII was not like Iraq of 1993 vs the USA or as others would say the Coalition Forces). How true, Good leadership would have spared Germany needless losses and inflicted much more damage on the Soviet Army, perhaps to the point of leading to a peace treaty in the East?
  19. Now I know that this will not be in SC2, but what if: "The strategic variant cards that are so popular these days were included in the SC2 campaign scenario. Each player would start the game with a random selection of 3 cards out of 20 and they could only use 1 of these during the game." You would never know for sure which cards you or your opponent would get and which one would be used during a game. A simple way to add some variability to the game. What would they be? Allied: 01 - Allies break German code. See location of all Axis Naval units for 1 turn. 02 - Franco's Daugther Marries British Royalty. Reduce Pro Axis Leanings of Spain by 20%. 03 - Norway agrees to allow stationing of UK troops. Norway joins Allied Alliance. Which would you use and when would you use it if you could only select one? [ June 13, 2005, 09:01 PM: Message edited by: Edwin P. ]
  20. @Rambo - No I don't. Though I think that D-Day would make for a good game with SC2. Why? Both sides have a limited number of units and deploy not knowing where the Allies will land or which areas the Germans are guarding. The terrain suits SC2 as it has no railroad hexes and is largely clear except for rivers and cities. Both sides receive units at predetermined intervals. ------------------------------------------ One feature I liked in AH's old 1776 game was the tactical cards. When it came time to battle you and your opponent would both select a tactical card, and consult a matrix that would affect the odds of battle. Example: Entrench, Withdraw, Frontal Attack, Refuse the Left, Refuse the Rigft, Flank Right, Flank Left...etc. Example: Frontal Attack vs Entrench = -2 Frontal Attack vs Refuse the Right = +1 Flank Left vs Refuse the Right = -1 Flank Left vs Entrench = +1 Flank Left vs Withdraw = +0 Such options would be great for a lower level SC scenario of the Civil War or earlier. ------------------------------------ Or for a game of the scale of SC2 I would like to see the option cards that are so popular these days. Each player would start the game with a random selection of 4 cards out of 20 and they could only use 1 or 2 per game. [ June 13, 2005, 08:48 PM: Message edited by: Edwin P. ]
  21. It appears that it should be easy to recreate old Avalon Hill classics such as: 1. D-Day - where the allies have a choice of varied landing areas and the arrival of Axis and Allied units is preset and according to a fixed time schedule. 2. Blitzkrieg 3. Anzio 4. France 1940 etc.
  22. Seamonkey, You are saying that if; for example, I advance a level in Rockets there is a 10% I will also receive a level in another tech area. This might help in balancing the different techs, if HC and assoicates have not balanced them already (which they probably have). Example: --- Rockets - 10% for advancement in Jets at each level advancement. --- Jets - 0% secondary advancement This gives players an additional incentive to invest in Rockets to counteract the limited mobility of Rocket Units.
  23. Interesting trade-off. Do I build increase the size of my army or do I engage in research?
  24. Reminds me of the statement that the US Ambassador made to Saddam Hussein prior to the first gulf war: Politicians never seem to remember that other countries take what the US says very literally. [ June 02, 2005, 06:12 PM: Message edited by: Edwin P. ]
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