Warren Peace Posted October 10, 2002 Share Posted October 10, 2002 The AI does a lousy job of setting up bunkers and minefields. In one game it set up a MG bunker so it was adjacent to a house. Its field of fire was the living room! [ October 10, 2002, 09:38 AM: Message edited by: Warren Peace ] Link to comment Share on other sites More sharing options...
WWB Posted October 10, 2002 Share Posted October 10, 2002 Rule #1: The AI is incapable of setting up for itself. The scenario designer needs to deploy it to be effective. WWB Link to comment Share on other sites More sharing options...
Subvet Posted October 10, 2002 Share Posted October 10, 2002 Rule #1 doesn't help much in a quick battle. And rule #2 is that the AI isn't very good on the attack. I'm guessing it would be easier to fix rule #1 than rule #2. Link to comment Share on other sites More sharing options...
Lars Posted October 10, 2002 Share Posted October 10, 2002 It's a QB. If you didn't like the AI setup, roll the dice again. Link to comment Share on other sites More sharing options...
akdavis Posted October 10, 2002 Share Posted October 10, 2002 There does seem to be a distinct lack of logic in AI fortification use. Bunkers are often put in strange locations with poor fields of fire. Even worse is the placement of trenches. They are often scattered randomly across the map. In one instance the AI was given 6 trenches and instead placing them across its front, the AI formed 2-trench tile rows, set back-to-back 3 deep, forming a strange box of trenches. Then the AI placed just one squad in this cluster of trenches. Needless to say, I just went around it. Link to comment Share on other sites More sharing options...
WWB Posted October 10, 2002 Share Posted October 10, 2002 Originally posted by Subvet: Rule #1 doesn't help much in a quick battle. And rule #2 is that the AI isn't very good on the attack. I'm guessing it would be easier to fix rule #1 than rule #2.Rule #1a: Dont play QBs vs the AI. It needs a little help to be a good opponent. WWB Link to comment Share on other sites More sharing options...
Warren Peace Posted October 10, 2002 Author Share Posted October 10, 2002 Maybe its just wishful thinking, but I don't think it would be that difficult for the AI to have at least some logic in its placement of fortifications. I don't remember it being quite so inept in CMBO, but I may be mistaking. Warren Link to comment Share on other sites More sharing options...
Silvio Manuel Posted October 10, 2002 Share Posted October 10, 2002 Originally posted by Warren Peace: Maybe its just wishful thinking, but I don't think it would be that difficult for the AI to have at least some logic in its placement of fortifications. I don't remember it being quite so inept in CMBO, but I may be mistaking. WarrenOh, it surely was the same in CMBO...try a handful of NO fog of war battles, and watch how the AI sets up...pretty funny, but not too bad given what it's really doing (complex! terrain analysis!). Link to comment Share on other sites More sharing options...
Panzer76 Posted October 10, 2002 Share Posted October 10, 2002 Dont expect to see a improved AI in the patch as it needs a major over-haul which takes a lot of time. Link to comment Share on other sites More sharing options...
zukkov Posted October 10, 2002 Share Posted October 10, 2002 Originally posted by Warren Peace: The AI does a lousy job of setting up bunkers and minefields. In one game it set up a MG bunker so it was adjacent to a house. Its field of fire was the living room!yah, but i would love to see the look on their faces when the owners get home. talk about having a built-in security system! lol.. Link to comment Share on other sites More sharing options...
von Lucke Posted October 11, 2002 Share Posted October 11, 2002 Originally posted by Lars: It's a QB. If you didn't like the AI setup, roll the dice again.Unfortunately, with fortifications, minefields, entrenchments, etc., that's pretty much a guarantee. This was a good one: AI set up a roadblock (actually on the road, which was good), but it was something like 40m from the AI's side of the map --- with two anti-tank minefields in the road between it's own map edge and the roadblock! Hello, I'm attacking from the opposite direction! How hard is that to code? Link to comment Share on other sites More sharing options...
Subvet Posted October 11, 2002 Share Posted October 11, 2002 Von Lucke, that is the point I was making when I brought this subject up before as well. I don't think people are asking for a perfectly constructed defensive fortress here. I realize that having pillboxes set up with the best lines of fire is probably asking quite a bit as well. All I am asking as that some basic common sense is used. If the opposing force is coming from the west and the AI is defending the objectives in the east then it shouldn't be that hard to have the AI set up the barbed wire and mines inbetween. Link to comment Share on other sites More sharing options...
jonp Posted October 11, 2002 Share Posted October 11, 2002 All, I bet none of you who are saying things like "how hard is that to code" have ever done a lick of code. Trust me, coding is not a simple process for large applications. jonp Link to comment Share on other sites More sharing options...
Chad Harrison Posted October 11, 2002 Share Posted October 11, 2002 Before the release of CMBB, BFC said that any changes to the AI would require a great amount of work. They were more interested in other issues. I dont think that that is going to change. Any changes to the AI will most likely be made after the engine rewrite. Chad Link to comment Share on other sites More sharing options...
StellarRat Posted October 11, 2002 Share Posted October 11, 2002 One good thing about it though, it sure makes for some interesting surprises at times. Link to comment Share on other sites More sharing options...
von Lucke Posted October 12, 2002 Share Posted October 12, 2002 Originally posted by jonp: All, I bet none of you who are saying things like "how hard is that to code" have ever done a lick of code. Trust me, coding is not a simple process for large applications. jonpUh, gee, I believe that's what the ? indicates. But yes, I would think that something like "If player side = West, then mines / roadblocks should be within X meters of the West edge of AI setup zone" is easier to code then the addition of an entirely new vehicle or feature to the game. Link to comment Share on other sites More sharing options...
Subvet Posted October 13, 2002 Share Posted October 13, 2002 Originally posted by jonp: I bet none of you who are saying things like "how hard is that to code" have ever done a lick of code.I haven't done programming since the days of BASIC, so that is why I'm asking the question here. Is there a programmer out there that would like to answer it? How difficult would it be to put some basic logic in the AI to have it set up barbed wire/mines between the opposing forces and the objectives? How long would it take to add this to the game? Link to comment Share on other sites More sharing options...
The_Capt Posted October 13, 2002 Share Posted October 13, 2002 Look guys.. We don't call the AI "Mom" for nothing. Anyone here try and play catch, chess, checkers, poker or arm wrestle Mom? She is going to pretend to give you a good game but at the end of the day she is going to let you win. Bunker and obstacle placement is like asking your mother to dress you...good freakin luck mate!!! Hell most of you slack jawed basement virgin grogs can't put together a decent obstacle plan yourselves..let alone poor ol Ma. For Cripes sake..she is always there and when you get your sweet peach-fuzz ass kicked by some guy named "UBERPANZERGEEK" and you can always run home and Mom will be there to say "It's OK why don't you play me and you will feel better." Sheesh..that's gratitude for ya. Link to comment Share on other sites More sharing options...
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