Fred Posted November 25, 2001 Share Posted November 25, 2001 I hope that something on the 'strange' side of the AI will be enhanced in CM:BB I don't talk about the TAC AI(individual unit behaviour); it's fine as it is now. I talk about the STRAT and OP AI. 1. When the AI sets up or moves, please tell it to use platoon cohesion! In CM:BO, the AI obviously never heard of the advantages of leaders...this can not be this hard to achieve. 2. When on the attack, all infantry units seem to use a basic loop: >If best terrain GOTO BEST terrain. Result: ALL units use exactly the same route of advance, like Lemmings. Where is the fuzzy logic that allows for variation or, dare I say it, a flanking move? So, more 'fuzzy' logic for the OP AI, and teach the STRAT AI at least some basic tactics (like NOT leading with tanks). This, IMHO, is more important than Hundeminen or another exotic AFV that was only built 15 times. Fred [ 11-24-2001: Message edited by: Fred ]</p> Link to comment Share on other sites More sharing options...
Mattias Posted November 25, 2001 Share Posted November 25, 2001 No doubt BTS is doing what they can to perk up the AI in CM:BB but, as have been said before, it is a very hard to achieve any significant improvement in a simulation as complex as CM. That said there is do doubt in my mind that CM has not been experienced until you have played a human player, TCP/IP or PBEM. The AI is strictly a secondary opponent. Not because BTS did a poor job at it, but because the human being is infinitely more devious, cunning, suprising, dynamic and tactically skilled. As for the specifics of your question, those quirks have been mentioned before and the discussion landed somewhere in the vicinity of the thoughts I have expressed above. Nevertheless, I feel the same way about the AI as you do M. Link to comment Share on other sites More sharing options...
Redwolf Posted November 25, 2001 Share Posted November 25, 2001 Sometimes, when hope for a perfect world comes through, I dream like this: What about a wargame that would export its AI to a DLL (shared library) interface, so that you could program your own AI. FOW-filtered, of course. Like all the Quake clones have, BTW. Imagine playing against your own AI, or two of your AIs against each other. Or cooperative play of two humans against a good AI instead of against each other. Link to comment Share on other sites More sharing options...
Fred Posted November 25, 2001 Author Share Posted November 25, 2001 Mattias, I don't talk about 'significant' improvements. I've seen it before. Remember 'Panzer Strike' by SSI? In this game you ordered your units, and then hit GO for a simultaneous execution. In this game I saw flanking movements, units that stay In Command while moving and an AI that not leads with tanks. I still won this game, because of other shortfalls, but this is not the point. If we all say, 'play a human, the AI can not get better', then it will not get better. Fred Link to comment Share on other sites More sharing options...
CMplayer Posted November 25, 2001 Share Posted November 25, 2001 Why not just get the 'deep blue' team to spend a few years on a new strategic AI for CM? I'm sure they could do a really sweet job of it. Maybe if we all pitch in ten bucks... Link to comment Share on other sites More sharing options...
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