KG
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Posts posted by KG
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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.
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Drop the cost to 180 for Armies, or boost the cost of Corps to 120.
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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.
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Just means Jets are even more valuable, as well as Tanks.Originally posted by Blashy:So far overall it is making the game slightly more realistic, in terms of overall damage.
Since overall damage is down, the battles last a little longer, these 0-4 damage vs. Polish units is now 0-3 when the game starts, so you need all your units if you wish to take Poland fast.
It feels more historical.
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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.
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If everyone uses Corps instead of Armies, increase the cost of Corps and decrease the cost of Armies. Maybe 10-15%. Simple as that.
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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.Also when the allies launch D-day it should be an all out invasion with every unit landing as close together as possible or the invasion is always doomed, again this might be Hubert's problem and there is nothing you can do about it, no american combat units outside of airpower went to North Africa which might be a good thing.Willy [/QB]
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 ]
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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 ]
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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.
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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.Originally posted by Edwin P.:Correct, you can't edit unit actions for reinforcement and attack.
Great observation. In addition I have noticed how the AI will sometimes garrison the tiles around a city and leave the city itself unguarded, and continues to place an excessive number of HQs in a region where there are no units for them to support.
I would also like to see the AI calculate which units can be destroyed before making its attacks. Often there will be two or three units in a line and instead of focusing all attacks on destroying one unit the AI targets several enemy units, destroying none.
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Thanks. Hopefully this is being addressed.Originally posted by Hyazinth von Strachwitz:@ KG: as far as I know this has been adressed already and is in progress... last time we asked Hubert about the timeframe for 1.03 he replied with "maybe in one month"...
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.Originally posted by Kuniworth:Just use the editor.
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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.
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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.
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I had that same problem. Here is what I did.Originally posted by Fireball:HI have problems loading a saved game. He tells me he cant find the campaign files.
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.
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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.
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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
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I liked this list so I'll give another players views on this list.Where do I start, Desert Dave? There are so many places where SC2 fails as an historical simulation. Here are a few:
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 %.* An abstract naval system where fleets gallop around like panzer divisions.
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).* A random tech system where you can go from WWI-era tankettes to medium battle tanks in a few months - or be stuck with 1939 tech in 1943.
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.* A strategic movement system where units zip Spain to Moscow in a week.
I have no problem with this system. Just increase Frances cost for diplomacy* A peculiar economic system where diplomacy and troops use the same currency (MMPs), so France buys chits instead of troops.
See above on strategic movement limits/costs/rails.* A logistics system that allows the Axis to romp across the Middle East, Scandinavia and Russia - all within a couple of months.
Disagree. Even today diplomacy is pretty much clueless. Back then it would have been even more clueless.* Diplomatic chits that turn diplomacy into a guessing game (Sweden goes pro-Axis by 40 percent, and you didn't have a clue the Axis were pressuring it. Surprise!).
Can each country be assigned a number that affects moral a different amount? Say 5% to 25%?* A morale feature that demoralizes or elates the Red Army because Tunisia has fallen.
I'd use AA tech to balance out air attacks.* Ridiculously overblown air and naval bombardment.
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.* Generic force pools with little differentiation (which is why the Italian fleet can fight the Royal Navy on equal terms). -
I've suggested this in the past and Blashy responded that this is being considered.Originally posted by vveedd:And now AA suggestion:
AA should protect units in city against air fleets also. It is illogical that AA works only against strategic bombardments.
Just pump up AD by .5 with each tech improvement and make it applicable to units that are in cities.
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I thought that if a unit attacked from a side that doesn't have fortification then their was no fortification bonus?
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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?
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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.Originally posted by Normal Dude:Probably would be roughly the same in France. My AI mod only works on the strategic level. On a scale as small as France scripts do not have much control.
But the drawbacks would probably outweigh the benefits. Not the least to mention the early destruction of the brit army and the loss of Africa.
Also, sending those corps from the med to replace the Maginot line means Italy joins earlier, so it's a trade-off.
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.
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Thinking outside the box ND, glad to see the Axis AI in your capable hands.
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Have you tried this vs. the new Axis AI mod?Originally posted by TaoJah:If you want an intresting game, try this : try to hold France until Russia joins...
I managed to do it several times now, it takes some trying, but once you know how, it can be done.
Key elements are
- using the British troops from Egypt of course
- take Denmark so the German airplanes use their force to attack you there
- mix British and French troops in the frontline, so you can use both countries MPPs to keep them repaired.
- change the armies on the Maginot into corps so they cost less to repair (especially the eastern one gets alot of hits)
- use your ships against troops and again to draw fire from the air.
The last time I did it, I managed to keep France the entire game...
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Whats the game date? Thanks for the AAR.
Patch 1.04
in Strategic Command 2 Blitzkrieg and Weapons and Warfare
Posted
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.