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QB AI Question


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Sometimes when I set up a QB attack as the attacker and the AI is the defender the AI will not deploy properly. The AI will deploy at the edge of its own side of the map and then attack from those positions after about 25 minutes of gameplay.

Does anybody else have this issue? Is there a way to avoid the AI acting this way?

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Actually they do come with plans. Just open one up in the editor and take a peek.

As to your specific issue Speakeasy, we would need to know the QB map you are using to take a look. Every map is different so it shouldn't be a common problem to QBs, but rather a specific issue with a map or even one specific AI plan on the map (there may be multiple plans).

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Actually they do come with plans. Just open one up in the editor and take a peek.

As to your specific issue Speakeasy, we would need to know the QB map you are using to take a look. Every map is different so it shouldn't be a common problem to QBs, but rather a specific issue with a map or even one specific AI plan on the map (there may be multiple plans).

I'm going to do that right now. Thanks for setting me staright.

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There was a thing several months ago when I noticed that enemy soldiers were setting up on the wrong side of cover and facing the wrong way, but this seems to have been fixed in recent patches. Are you sure you have all the patches and installed them in the right order? There can also be another issue where the map is intended for one side to attack and the other to defend and the AI gets confused if you reverse the roles.

Michael

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Perhaps this explains why I've found QBs so useless in CMx2. Sometimes the enemy just doesn't show up.

It's actually why I still play so much CMx1 because a quick QB after work is a blast.

I suppose it says somewhere in the manual about selecting battle type or whatever - I just went ahead and clicked on random this that and the other, hit the button and wondered why I spent half an hour creeping round a deserted town.

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Quick battles in CMx1 were great. My only real complaint at the time was that the randomly generated map objectives bore no relationship to any real world…reality.

Since then QBs have become steadily more frustrating. The new C&C structure apparently limits the way choices by the AI are made when selecting units. In small and medium sized battles, which I play the AI selections are more often than not, absurd.

I am assuming the AI picks units for QBs the same way it selects units when the “Suggestions” button is used in the Unit Selection screen. Attempts to get a realistic force without heavy “editing” are usually in vain. Consequently one looses the element of surprise (you know the complete composition of your enemies force) and the “Quick” is taken out of Quick Battles.

I suggest that (in at least small and medium sized QBs) the algorithm that the AI uses could/should be tweaked to let it pick a small formation, say a single HQ tank, an then allocate the remming points making much more use of the Single Vehicle and Specialist Teams options. Other suggestions for “improving” playability of QBs I have made in other threads.

I am really not complaining, In the CM Franchise Battlefront have created (and supported) games without equal. I have had many interesting and challenging QBs In CMx2 and wish to thank all those who design and make QB maps. It is just that there is IMHO room for improvement - which I am sure Battlefront is aware of. Whether or not QB improvement is a high priority or financially prudent….only they can know. In the meantime I await with high expectations.

David

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I only play as the attacker in QBs and I match the map with the battle type (if it says "Allied attack" I'll play as the allies as the attacker and select the germans as the defender) and still I have this problem.

I wonder: could this issue be occurring because I am selecting the AI defender forces and not allowing it to be generated by to AI? I wonder if there are specific force compositions tied to each AI battle plan for the QB maps, and by selecting the AI's forces for them I may be straying from these compositions and causing the AI to abandon its preset battleplan for the map?

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SpeakEasy:

Are you using the original CBBN maps or the latestMG ones? I remember problems on some of the original ones. There was also a problem that if the game was saved game on the set up turn, opening the save placed the opposing force in your set up zone (Fixed now?).

Are they downloaded custom QB Maps? (some of these are H2H and have no AI).

Also be aware that some QB maps are now planned that the AI only moves selected groups after a time laps, according to the designers whim. In small battles it can be that major units sit on the base line doing nothing and come in as "Reinforcements" at the end of the battle, or even worse if immoveable (like towed guns) just sit there.

I do not know what yardstick the AI uses in allocating units to different "Groups", I suspect one formation per group ad hoc. It would be nice if the QB AI were to, say always allocate

Recon to Group 1,

Assault to Group 2,

Overwatch to group 3,

Reinforcements to Group 4, etc.

Or even just different Groups for Grunts, Armour or Overwatch.

David

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