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aesopo

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Posts posted by aesopo

  1. Please take advantage of hyperthreading on CPUs. Adjacent units should be able to contribute to defense and single/ stack multiple attacks enabled. Some limited stacking as mentioned. Second on manpower and oil. New defensive features such as minefields and and anti-tank defenses. Option of elite training for new units (longer produced), national morale should also be tied in with consumer goods ( you need to divert part of your MPPs to maintain civilian support for the war effort ), tougher AI. Current gold version of SC is a very big step in speeding AI calculation which makes SC a joy to play.

  2. This should be made dependent on your intel level of progress- higher intel means you have better estimates of enemy formations. But not complete- present battle predictions are a little too far fetch even you would say the units have been facing each other for several months and that should give them accurate intel. This would make air scouting more important if it would help in gathering formation intel as it truly was in WW1.

  3. Whoa that's fast! What's your specs?

    Syg,

    I have a lenovo y560p laptop-i7-2630 qm (with turbo boost up to 2.9 mhz), 8 gigs ram, an intel 160 gb ssd and 6570m radeon (midrange mobile card).

    I have played with this pre-patched a few months ago on a i5-2500K and it took actually less than 30 seconds just because of the raw speed of the cpu. I had it overclocked to 4.7ghz. Better CPU with raw power does make a big difference.

  4. The tougher levels are meant to be tough. The AI recklessly exposes units for destruction - at highest level the AI would lose a combined 250 or so units versus my 20-30 lost. Lately, I am even down to 5-10 losses. Even at higher MPP, the AI can still be licked at the highest level. Just set up your killing zones, invest in tech, upgrade, and use concentration of force to attack strong points. Support of hq, supply, experience and morale are important. I hope the higher levels are even made insanely crazy that only yoda masters can beat. Artillery is your best friend. I want to be beaten down by a capable AI. The challenge is the rationale for difficulty levels. No disrespect meant. Until the AI is made more intelligent, it is very beatable even with insane MPPs as it throws units away.

  5. Agreed, I really don't like that this is giving out so much information, that's what "intelligence" investing should be for...

    WAAAAYYYY too much information and not required for this type of game IMO (Strategic).

    Agreed. This snap shot intelligence should be optional and should provide rough estimates only. As you increase your intelligence level, you get a clearer estimate as long as your intel level is greater that your opponents.

  6. This is the way to play against the AI but you will need an extra HQ and 5 corps as the AI usually goes into Belgium and you need to butress the Belgian hole with the extra forces. With the new quick march feature - do not waste operating forces back east. Keep your defensive line in the west as short as possible and get art/rail units as soon as possible. Everything else as Hyazinth recommends - set a killing zone in the west and east as Russia tends to expose units that are easy to kill - AI needs to take a defensive role back in Russia but it does poorly.

    With this, even on expert level, Germany always wins against the AI.

    Hubert,

    I would recommend to have random scripts to increase variability and also for the AI tweaking for Russia to give priority to get art pieces for attack and be cautious in advancing, using calvary/air (fighters/bombers/recon should be all capable of this) for scouting, and forming mutually supporting and cohesive lines (which it tries to do to some extent), taking into account supply, morale, and readiness. Units in a poor condition in these areas, would exhibit poor command and control and unwilling to expose itself to battle. But that is not the case currently. Is there someway that the AI can be tweaked to take this into account?

  7. For SC3, multi-unit/adjoining combined attacks/defense as it was in real combat. Multi unit support from atty/aircraft in the vicinity also than the piece meal one unit defense. That would be more reflective of the combat environment. One may say due to hex/unit representation this ahould not be the case, so we can say a certain percentage of adjoining units strength will participate in the attack/defense.

    Also, medals (increased morale, defense, attack, movement, supply, terrain, half-cost upgrades, sea hunter, raider, naval gunner, ace, spotting, air blitz, winter expert, etc) should be introduced for units when they gain experience and perform x # of kills. Likewise for HQs -(increased # of units it can supply/logistics, increased supply, defense, attack, terrain expert, spotting, etc).

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