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KG

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Everything posted by KG

  1. The computer did this in my last game although I was using a mod. It took Vichy France, then invaded Spain, then Portugal. Sadly it wasn't able to do much in Russia and the Axis war machine is grinding to a halt. The big problem once again is the AI's inability to finish off a unit. It always reinforces first(or retreats said units), then attacks. Sometimes a unit that was reinforced ends up being the unit that was needed to finish off the above mentioned unit. The computer needs to attack first, then reinforce units it didn't need in its attack.
  2. Add one additional difficulty option slider for the AI - MPP discount. We currently have the playing difficulty, we have experience level, adding a MPP discount level would help strengthen the AI. Have it be 0, 5%, 10%, 15%, and 20%. The AI would get this discount on all unit purchases, research chit purchases, and diplomacy chit purchases. Yes, I know this can be changed in the editor and I have two AI's already set up this way(currently using 10% discounted MPP'S across the board). Many users aren't going to use the editor, thus this difficulty slider addition can make the game that much more difficult to beat and easily set at the beginning of the game.
  3. Drop the cost to 180 for Armies, or boost the cost of Corps to 120.
  4. Couldn't air units be modified as well to something like long range artillary with no movement(or movement of just one). These could be fort mounted guns as opposed to field pieces(which we would use rockets for). Then just make plane research cost impossibly high(or set to 0 max level) thus no room for improvment. Just a thought if you want to use that extra space.
  5. Actually if you look at the damage equations you will see that at times(entrench level of 1, defense level of 1) a standard Army(attack 3) when attacking dishes out more than twice the damage than a standard Corps(attack 2). At other times(no entrench, no defense value) the damage doled out is only 50% more. Thus just because 3 is 50% more than two doesn't mean that an army is only 50% more powerful, its actually much more when the actual damage equations are taken into account. Changing the cost of each unit is a better way to change the purchase pattern without upsetting the game.
  6. If everyone uses Corps instead of Armies, increase the cost of Corps and decrease the cost of Armies. Maybe 10-15%. Simple as that.
  7. The best way to script D-day might be to consider it as two invasions. Script both England and U.S. to get ready at the same time, then invade at the same time(based off a set of parameters that both can meet), each hitting a different city that is close to the other. Thus you might get 5-7 units from each country attacking for a combination of 10-14 units attacking for D-day. The other idea might be scripting the AI to have England focus only on Air once the U.S. comes into the war and have the U.S. only focus on ground units(scripting the AI for both countries in purchases, research, planning). Script the U.S. to attack once they get to a certain amount of units(8-12) with the air support of the British. [ July 21, 2006, 08:23 PM: Message edited by: KG ]
  8. How about a map of the U.S., maybe include some of Canada and some of Mexico, along with Cuba and some of the Islands. We could skip Alaska and Hawaii. I believe a small State like Iowa would be about 15 x 15 tiles. This could be used for the Revolutionary War, the Civil War, plus use for Fortress America(old board game depicting the invasion of the U.S in modern times), as well as a 1950 what if where Germany won WWII and now invades the U.S. [ July 21, 2006, 05:00 PM: Message edited by: KG ]
  9. It takes me a day or two to get back to normal after flying from the West Coast to the East Coast. I'd imagine a week of traveling back then was a bit more difficult then it is today.
  10. This is where the AI should excel. It should know what unit it can kill each turn and what is required to kill that unit. If this can be improved with the next patch then we should see some dramatic ability increases in the AI.
  11. Thanks. Hopefully this is being addressed. I don't think you can edit how and when units reinforce and when they attack. If you can then posting the script would be nice.
  12. 30 minutes of your time is all the editor requires. You can increase air defense values of units or cities, make it cheaper for the AI to purchase units, do research, Diplo, etc. It takes less than 30 minutes. Thats it. Very straight forward. Less time than many players take to do one or two turns. Forget all those other construction kits that took days to make something you like. This is high speed internet, not a 56K modem. 30 minutes. Try it.
  13. When the computer takes its turn it reinforces all its units first, then attacks. 4 units will be around one of my units. The computer reinforces one of those units even if its at 7, then attacks with the other three units. Many times the unit survives with 1 or 2 strength. If the attacks had been made first by the computer with the strongest units first, then that fourth unit at strength 5-7 could make that final attack instead of reinforcing when it sees the unit next to it at strength 1, 2, or 3. I'd say I see this occur at least 10 times a game, many times when cities are trying to be taken. This would result in many additional kills as well as an Axis AI taking cities faster. It would seem that changing the order of reinforcements and attacks for the AI would help solve this problem.
  14. I had that same problem. Here is what I did. I went into the editor and opened the this campaign, then saved the campaign under a new name, such as 1939 Axis Ai, then it worked.
  15. Feedback on Axis AI Version 2.00 using 50% and 1 experience AI settings. Sweden was diploed to the Axis side. About two turns later Axis declares war on Norway but only hits the capitol with one air attack and no ground attack. Obviously the Norway unit was reinforced and so far Axis hasn't taken Norway. Italy attacked Egypt with 1 HQ, two armies, 1 corp. and 1 air but supply and all the naval support of England made this attack a waste. I'll post more info if I see anything that could be improved.
  16. International Station Meteorological Climate Summary for Moscow Jan. - Dec. Ave. temp. F 16 18 28 42 54 60 63 60 50 39 28 21 Highest temp. F 46 50 61 75 84 90 95 90 84 73 50 50 Lowest temp F -33 -29 -17 16 21 32 41 32 21 7 -13 -44 Ave. precip.(inches) 1.4 1.1 1.3 1.5 2.0 2.6 3.2 2.8 2.3 2.0 1.7 1.7
  17. I liked this list so I'll give another players views on this list. I actually like the system. Minor change to subs would be nice. As other players have mentioned if a sub can't hide permanently then increase the dive %. I like some randomness but would prefer a min/max. 1 chit gives you 5% chance with 5 turns min/20 turns max and have each additional chit reduce the min/max by 1 for min & 2 for max as well as increase the % chance(or some type of combination of this). I'd like to see strategic movement limited to 10-20 hexes(I'll let the experts decide). If this can't be done just increase the cost of strategic movement or play with rails on. I have no problem with this system. Just increase Frances cost for diplomacy See above on strategic movement limits/costs/rails. Disagree. Even today diplomacy is pretty much clueless. Back then it would have been even more clueless. Can each country be assigned a number that affects moral a different amount? Say 5% to 25%? I'd use AA tech to balance out air attacks. Its not generic. When you purchase a unit you have the option of upgrading them based on the level of tech. Spend more to get more.
  18. I've suggested this in the past and Blashy responded that this is being considered. Just pump up AD by .5 with each tech improvement and make it applicable to units that are in cities.
  19. I thought that if a unit attacked from a side that doesn't have fortification then their was no fortification bonus?
  20. ND, do you have control in the scripts of what you want air attacks to be directed at? Such as checking the date, if its Dec. 1941 or earlier then assist the German army in the capture of France?
  21. But he is talking about holding France for two years. I'd imagine that your AI mod researches, purchases, and Diplomacies(nice word) better than usual, all making the Axis stronger in that time, thus virtually impossible for the Allies to hold France. By the way, what Script do you give to Italy when they first enter the war? I'd imagine it depends on the current status of the war. Helping Germany break through France in this instance would be a wise idea.
  22. Thinking outside the box ND, glad to see the Axis AI in your capable hands.
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