Jump to content
Battlefront is now Slitherine ×

Edwin P.

Members
  • Posts

    2,956
  • Joined

  • Last visited

    Never

Everything posted by Edwin P.

  1. AI - Improvement Idea If Warsaw Captured and Poland Not Surrendered then AI moves closest army or corps unit (you don't want to use an airfleet or armor unit for this) not garrisoning a city (you don't want to allow the Poles to liberate Warsaw) to North Eastern Poland Hex XXYY and moves next closest army or corps unit to south Eastern Poland Hex XXYY. This routine should spot any polish units that are hiding in along the Russian border. Once spotted the AI will hunt them down and eliminate the resistance.
  2. How could the Germans intercept the transports with the proposed Manchester > Egypt Route? The axis must have the option to intercept these transports. I very much like the current system. The only changes I would make is 1> Have the Suez loop be a two way loop. But allow only 1 ship/transport per turn to travel from the Suez west to the Atlantic via this loop. 2> Allow it to handle naval and transport ships. 3> Add a second route for the allies from north of Bergan to Russia and allow airfleets to be transported via transports and sent to Russia. Of course, if the airfleet transport was sunk it would be an expensive loss. 4> Allow a route for the axis from north of Bergan to the North Atlantic. [ November 20, 2003, 11:20 PM: Message edited by: Edwin P. ]
  3. Shaka of Carthage, many thanks for your insightful analysis of what I was attempting to convey. I always enjoy reading your responses. In my sample I was trying to keep things simple. As you stated in an ideal situation you would use fuzzy logic that selected a response from a set of acceptable solutions and the logic (percentages) would change based on the intelligence level of the AI (and perhaps on a history of the Human player's strategy stored in an array). The response to an Axis Naval strategy might be Routine 1:30%, Routine 2:30% or Routine 3:40%. I suggested external text files as this is how I have seen other software handle this. To date I have not yet seen any gaming software that allows modders to access the actual program AI files themselves (although I would prefer this). Even if HC decides not to allow access to the actual AI code perhaps he will consider incorporating code that allows users to tweak/modify specific aspects of an AI routine. (I always wanted to add routines that moved the French corps in Beruit to Cairo after Italy enters the war, had Germany DOW Denmark on Turn 1, and told the UK carrier near Egypt to set sail for the Atlantic ASAP). [ November 20, 2003, 05:50 AM: Message edited by: Edwin P. ]
  4. Shaka of Carthage - An excellent analysis of what I was looking for along with a solution. Of course, their are various levels of AI that could be opened up to player Mods - CivIII, HOI, GalCiv and NWN all allow for various degrees of player modifications through the use of text files stored in directories outside of the main program directories. Simple examples might be: \Axis1 GResearchBan (Jets,Subs,Armor) IResearchBan (Subs,AntiTank) This would tell the German AI not to research Jets,Subs or Armor and the Italian AI not to research Subs or AntiTank. Naturally you can raise it to a higher level by accounting for technological developments by your opponenet thru IF/Else statements. Another simple option might be: \Axis1 IMovementBan(FINLAND,RUSSIA,NORWAY,SWEDEN) IGarrisonReq(Rome:1939;Bari:AlliedLandRange(4)) GReclaimTech(All: Warsaw(Allies); All: Paris(Allies)) This tells the AI that Italian units may not enter Finland, Russia, Norway or Sweden - assuming that the hexes that make up these countries have been predefined. It also tells that Italian AI that Rome must be garrisoned from 1939 onwards, and Bari when an allied land unit is within 4 hexes of Bari. The third line tells the German AI to reclaim all tech chits if Warsaw or Paris is lost to the allies. [ November 20, 2003, 03:27 AM: Message edited by: Edwin P. ]
  5. One thing I would like to see in SC2 is that the play at higher levels of difficulty (Intermediate, Expert, (Genius?)) gets more interesting with the AI accessing more strategies and perhaps gaining a minor advantage at each level; Example: AI Research Bonus: US Beginner: 2 Chits (standard) US Intermediate: 3 Chits (1 bonus chit) US Expert: 4 Chits (2 bonus chits) German Beginner: 0 Chits German Intermediate: 1 bonus tech Chit at Start, 1 chit at December 1940, 1 chit at December 1941 German Expert: 1 bonus tech chit at start, 1 chit at Dec 1940, 1 chit at Dec 1941, 1 chit at Dec 1942, 1 chit at Dec 1943, 1 chit at Dec 1944 AI Strategy Bonus: German Beginner: German Intermediate: Nordic Invasion Possible, likely at attack Denmark on Turn 1, 25% AI will reclaim tech chits if Russian Troops attack Warsaw or Paris falls to Allies German Expert: Sea Lion Possible, Will always attack Denmark on Turn 1, 100% AI will reclaim tech chits if Russian Troops attack Warsaw or Paris falls to Allies AI Intelligence Bonus German Beginner: None German Intermediate: 25% Knows of Ungarrisoned Countries/Territories German Expert: 50% Knowledge of Ungarrisonned Countries/Territories German Genius: 100% Knowledge of Ungarrissoned Countries/Territories and Cities. [ November 19, 2003, 08:39 PM: Message edited by: Edwin P. ]
  6. I for one do not want a game where I have to control 500 or 1000 units. Nor do I want a game where the AI cheats to the large degree that you propose. I would much prefer a balanced game with a smarter and less predicatable AI. [ November 19, 2003, 08:17 PM: Message edited by: Edwin P. ]
  7. Question? Should one take the time to conquer Switzerland. I never do and was wondering how other players handled Switzerland.
  8. I agree, allowing the AI to play both sides would be most interesting.
  9. Example: You go to the world map and see a text pop up box as you move your mouse over each country to give you a very general and sometimes inaccurate idea of the amount of enemy troops in each country. - Egypt: [Radio Cairo] reports that all Allied troops have left Egypt. - Spain: [Radio Madrid] reports that Axis troops implemented new curfews. - Norway: [Radio Oslo] reports that Axis troops implemented new curfews. - Norway: [Radio Oslo] reports that all Axis troops have left Norway. - Malta: [Radio Malta] reports that all Allied troops have left Malta.
  10. Should the AI should know when countries (Canada, Norway, Spain) and colonies (Egypt, Vichy Syria, Vichy Algeria, Italian Libya)are not garrisoned with enemy land or air units? Would this be an unfair advantage or a justifiable benefit based on intelligence gathering? IF so should the same information be available to human players (with a chance of getting disinformation from your opponent if he decides to invest MPP (say 5 MPP per turn per territory) in such an effort). [ November 19, 2003, 12:49 PM: Message edited by: Edwin P. ]
  11. Trapp is absolutely right: The AI never does anything new; although the Axis AI will sometimes build a bomber or a rocket unit (it may also research rockets but never build any). In SC2 I hoped that the powers that be improve the strategic (ie the Allies will sometimes attack Ireland or go for Iraq and the Axis will sometimes go for the Nordic Countries and/or Egypt), tactical (avoid wasting MPP by operating units back and forth before the war with russia and concentrating Air Power) and economic (reclaim research chits when needed) AI routines. In spite of this you can have a really good game by playing some of the later scenarios or giving the AI varous mixes of research chits and units. For example: I like to play the 1939 Scenario as the Axis with the UK getting an additional 3 research chits and the US getting 5 chits instead of 2 along with 2 HQ units and an additional cruiser. IF I play the Allies I give Germany Norway and Sweden as the Axis AI will never invade the Nordic countries and I will also give the Germans 5 tech chits to compensate for their lack of investment in this area. (PS: If you give the Axis the Nordic countries besure to give them units to garrison these countries - at least 3 corps and 1 bomber unit, else the allies will have a walk in the park to liberate them). Another Idea for SC2- At higher levels of AI (ie Intermediate, Expert) - the AI should have a chance per turn to have a greater spotting distance - example: Intermediate AI - there is a 25% per turn that the spotting distance of AI units increases by 1, Expert AI - there is a 25% per turn that the spotting distance of AI units increases by 2, Genius AI there is a 25% per turn that the spotting distance of AI units increases by 4 (due to superior intelligence gathering) This change may help the AI to respond better to human players without giving the AI an overwhelming advantage. I would also say that the AI should know when countries (Canada, Norway, Spain) and colonies (Egypt)sre not garrisoned with enemy land units. [ November 18, 2003, 11:19 PM: Message edited by: Edwin P. ]
  12. Moon - posted November 18, 2003 SC2 is in development, that's an open secret, and when it's closer to completion you will see PR and marketing kick into full gear. Certainly with the proven success that SC was (and it has widely exceeded our expectations) that PR and marketing will be even stronger.
  13. For an interesting game, As the Axis, Declare war on every other country after France falls. You have a chance to win then but its a real struggle. As the Allies, Declare war on Norway, Sweden, Spain, Portugual, Turkey and Iraq after Germany attacks Russia or after France Falls. You might also try giving the AI a few free tech chits - about 5 - with which it starts the game as the AI tends not to invest in Tech. [ November 18, 2003, 10:42 PM: Message edited by: Edwin P. ]
  14. I would consider having a 30%+10% per tech level that subs in hexes adjacent to naval units are not spotted and thus can't be seen. This would reflect the difficulty of finding a sub in a hex 250 miles wide and replace the 100% spotting chance of enemy naval units. Perhaps 2 types of orders for subs; 1. Avoid Combat - subs will not attack naval units that pass through an adjacent hex (not through the subs hex) and will remain hidden (not spotted) to such units unless they stop in an adjacent hex or enter the hex where the sub is located. 2. Engage - subs attack naval units whose course takes them through an adjacenet hex. [ November 17, 2003, 02:10 AM: Message edited by: Edwin P. ]
  15. I would like to see a SC2 that will force me to adjust my plans to the unexpected. An SC2 where I can invade Ireland 10 times without incident, but on the 11th time it causes Spain to join the Axis. An SC2 where my Axis conquest of Egypt will occassionaly cause Turkey to conquer Iraq, thus throwing a monkey wrench into my plans for opening a southern front into Russia. An SC2 where the Franco will occassionaly reposition his troops to better defend Spain and my opponent can send him military aid. An SC2 where I can spend MPPs to finance partisans in an Axis occupied Spain. An SC2 where an Axis conquest of Switzerland leads to the formation of Swis Partisan units in 1 out of 5 games. An SC2 where I find out that my perfect Russian invasion which cut-off southern Russia from Moscow is threatened by Turkey providing supplies to Russia, thus allowing them to build units in Southern Russia. An SC2 where the US pacific fleet suddenly appears to engage the invasion force sailing towards the US East Coast. An SC2 where the German subs from the 1939 scenario sometime start the game in the South Atlantic, and perhaps there are three subs in the Atlantic as opposed to 2. An SC2 where an Australian/New Zealand Corps can be sent to Cairo or the South Atlantic. In general I want to see a game that will cause me to respond to the unexpected. [ November 14, 2003, 10:24 PM: Message edited by: Edwin P. ]
  16. Consider: 1. "think carefully: to think carefully about something" 2. "weigh possibilities before deciding: to weigh the pros and cons of the situation before making a decision on a course of action" Origin - " 14th century. Via French considérer from Latin considerare , of uncertain origin: probably formed from sidus “star,” the underlying idea being one of examining the stars carefully to divine the future." [ November 14, 2003, 12:44 PM: Message edited by: Edwin P. ]
  17. HOI takes too long to play in one evening or even a week However I does have two features that I really like; 1. The AI is customizable at the strategic level. In the past year the AI has really improved over what it started with. 2. The Events are customizable. If Strategic Command had semi-historical random events it would really liven the game up and more accurately reflect the unpredictablity of war and how actions affected geopolitics in the era. Example: 10% (1 in 10 games) when the UK DOW Ireland before USA enters the War; Prime Minister, The US ambassador has indicated that an invasion of Ireland would have severe political repucussions in the United States. Should we: 1> Continue with our invasion plans (50% that Merchant Shipping to the UK drops by 50% for 4 Turns - if so - a popup reads - US Congress Repeals Lend Lease Support to the UK for 4 Months to Protest UK invasion of Ireland) 2> Delay our DOW until a more opportune time.(DOW against Ireland is canceled) Question for HC: Are you considering random events/decision trees for SC2 - or is this concept not being considered? [ November 13, 2003, 04:41 PM: Message edited by: Edwin P. ]
  18. Consequences - for unlikely, but not impossible actions, there should be a chance for equally unlikely consequences; IF ALLIES ATTACK IRELAND before Barbarossa, in addition to the readiness of the allies decreasing, add a 5% percentage chance for (30% Norway Joins Axis in self-defense treaty or 30% Turkey inspired by UK actions annex Iraq or 20%US revulsion temporarily stops Lend Lease (UK Loses 100MPP) or 20% Switzerland & Sweden issue formal condemation of Allied Actions (Germany gains 50MPP). [ November 12, 2003, 11:12 PM: Message edited by: Edwin P. ]
  19. A compliation of posts on the forthcoming SC2: [ March 31, 2004, 02:13 PM: Message edited by: Edwin P. ]
  20. Here are three opening game strategies that I have used; 1. Take Sicily on turn after Italy enters the war and sacrifice a corps to hold Bari. - Axis land units can only attack Sicily on a front 1 hex wide. 2. Take Norway - if the Axis delays an attack on Norway and has no air within range. 3. Send 2 newly built French units to Egypt while the rest hold the line. This gives you Egypt with 5 units assuming that the corps in Algeria goes to Gibraltor and the Corps in Gibraltor is sent to Egypt and the French unit in Beruit moves to Egypt after Italy enters the war. This can really slow down an Axis conquest of the Middle East. If The Axis does not move agianst the middle east these units can be used to take Iraq later in the Game. [ November 09, 2003, 01:28 PM: Message edited by: Edwin P. ]
  21. Question: At the start of WWII were most of the US capital ships in the Pacific or the Atlantic?
  22. How about an option where you could order all defending air fleets in range to intercept the first airfleet that comes within range. ie 3 Airfleets intercept 1 attacking airfleet. Of course this means that any following attacking airfleet would face no interceptors, but it would add some strategy & tactics to the air war. So; Order 1- Standard Order 2- Do Not Intercept Order 3- Mass Intercept - all air units intercept first attacking air unit that comes in range. Order 4- Intercept on Attackers Return Leg (ie Intercept after Attackers have hit their target and are returning to base) Order 5- Do Not intercept first attacking unit.(to bait the attacker into sending in a weak air unit to attack)
  23. Disband an army in a city hex and create a centralized command and control center that acts as a HQ unit to support units in all surrounding adjacent hexes. This represents the stock piling of supplies and the construction of underground passage ways - usually going from one basement to another adjacent basement. It takes 2 turns to do this: one turn to move the Army onto the city hex and the next turn to disband the army unit. This may be a tactic that Italty uses to defend Rome, Russia uses to defend Moscow or Germany uses to defend Warsaw. [ November 04, 2003, 01:05 AM: Message edited by: Edwin P. ]
  24. Building on Bill101's comments; Allied units entering an Axis conquered country add 10% to a country's chance for a partisan unit if the base chance is greater than zero. Example: If Allied units enter Yugoslavia (base chance 15%) then the chance for Yugoslavia partisans increase from 15% per turn to 25% per turn. Example: If Allied units enter Spain (base chance 0%) then the chance for Spanish remains at 0% as the base partisan chance for partisans is zero (unless the allies have invested in partisan support for this country.) [ November 03, 2003, 09:20 AM: Message edited by: Edwin P. ]
×
×
  • Create New...