Amadeus Posted January 13, 2011 Share Posted January 13, 2011 If you conquer Tunisia and you may not taking Tunis you could destroy the whole RAF because the AI is sending one warplane after another to defend Tunis. Not taking in mind that the enemy is near and Airforce alone is not enough. Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted January 13, 2011 Share Posted January 13, 2011 If you mean that they operate planes right into an empty city to "defend" it, then yeah. I think you should have threeoptions to move air units around: they can rebase as they do now by flying from one location to another, they can be moved via rail to another directly connected location (like ground units are), or by putting them on an transport and shipping them to their destination if there's no direct connection. The "beam me over Scotty" thing has never made any sense to me. Link to comment Share on other sites More sharing options...
wlape3 Posted January 13, 2011 Share Posted January 13, 2011 I've seen the same thing. Makes no sense to defend an objective which is sure to fall; especially with a fairly expensive unit. Link to comment Share on other sites More sharing options...
Big Al Posted January 13, 2011 Share Posted January 13, 2011 I have suggested reinforcing with a plan be removed from AI abilities. Planes should attack intercept and RUN if too close to land units. Link to comment Share on other sites More sharing options...
SeaMonkey Posted January 13, 2011 Share Posted January 13, 2011 This is a real problem when aircraft are grounded by weather and then in the ensuing opponent turn ground units can attack them. I'm sure that more times than not, and in the likelihood of a week turn, that air units would find a window of opportunity to fly away if ground units threatened their deployment. Perhaps with a one strength loss for operational losses due to the calamity of the imminent threat, air units should automatically relocate in proximity of a friendly city tile within X number of tiles when they find themselves next to an enemy ground unit. Or maybe allow the automatic redeployment after the initial attack of one enemy ground unit, but never allowing multiple attacks from enemy ground units in a single turn on the same air unit. Link to comment Share on other sites More sharing options...
patrat618 Posted January 13, 2011 Share Posted January 13, 2011 ive run into this also. IMO both seamonkey and big al have great suggestions. Link to comment Share on other sites More sharing options...
wlape3 Posted January 14, 2011 Share Posted January 14, 2011 I agree...both are good suggestions. Link to comment Share on other sites More sharing options...
Hubert Cater Posted January 15, 2011 Share Posted January 15, 2011 The AI tended to put an emphasis on defending cities even if that meant with air units when nothing else is available but you are right it can lead to some unfavourable situations for the AI in terms of its behaviour. Initially I've removed this for the upcoming WWI release but left it only in the case of capital cities but I suspect that this will also be a similar issue so I've removed it all together for the new game. Link to comment Share on other sites More sharing options...
pzgndr Posted January 18, 2011 Share Posted January 18, 2011 Overall the AI improvements for air units in Global Conflict are pretty good. The AI does a better job of redeploying air units around to where the action is. Strategic bombing appears to be more effective. Etc. But I've also seen air units moved recklessly into harms way, or not moved out of harms way soon enough. Maybe just another tweak or two in the AI code would be helpful for air unit movements. And perhaps some of the AI work in the upcoming WWI release could be retrofitted into another GC patch? Link to comment Share on other sites More sharing options...
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