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Re: PZIVB AP Use
gold spot = priority target. The AI has no knowledge of these, and does not use them, even if playing a scenario where the designer has set them (unless it randomly chose an impact hex which correlated with a priority target, of course!).
It plots all artillery fire missions from scratch - it does not know about 'repeat' missions or shifting fire (there is code in there that should - I added it meself guvnor! - do it - but something else in the spaghetti seems to take priority over that). Planes, if targeted on some hex will search around for a target. The search zone is quite large. The AI may have plotted that plane 3 turns back, on something else you did (tanks moving on a road nearby say that were in LOS to it), or just simply on a random hex in your deployment area, or as 'road rage' on your road network, or near an objective cluster. Our AI code, unlike the SP original has no 'magic spotting' abilities, and it has no ability to 'switch' the impact zone right across the map onto a useful spotted target like the original code. Assuming it has no more valid located targets to unload on: - It will sometimes fire into a random hex in your deployment zone, since players usually leave their artillery park there - It will fire on hexes you fired indirect from (smoke puffs), since a human player can do that too, I gave it that ability - It will beat around enemy or neutral objectives - It will beat up the road network - either in your rear zone, or on the approach roads on your half of the map - it will target hexes you fired direct from, or even Z fired from (if you do the 'hill dance' of popping up to fire and retreating back behind the crest - expect some arty presents, if it has some unassigned batteries. Popping smoke grenades is also an 'AI interest' item now - since you did that it must have ben important - so I'll send presents. - Like a human player, it now knows about dust trails raised by movement in deserts etc So - do not park arty by roads in your rear zone, or near objective hexes, And if you fire, relocate after a move or 3 of fire as it is healthier. If you pop smoke, clear the zone. I have plenty of times seen AI air strikes on parts of the map where there was absolutely nobody around - but I usually don't 'shotgun' formations all over the map and concentrate my troops into the deep South/North as a lump, or half a lump North and half south with a few scouts observing the middle etc. (Which can be a pain in MBT if he suddenly unleashes MLRS or several CBU air strikes, or in WW2 when the nasty Nazi unloads 18 odds Nebelwerfers and killed an entire leg company of veteran/elite leg grunts - AARGH! but life is a terminal STD http://forum.shrapnelgames.com/images/smilies/happy.gif) Cheers Andy |
Re: PZIVB AP Use
mobhack:
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You will notice one key ingredient to my story of the tansk not going any further though...they both are facing hills with only one kind of tank on them. One hill has "nothing" but PZIVB's, while the other nothing but PZ38t's. So what may be happening, or at least it alwasy was in my prior games, I always had something of a mix on those hills. So while the gang could rely, in this case of the return fire being almost exactly the same, though at somewhat different distances, in the other example he could not, because they can't account for both the distance and the difference in tanks being a consistent pattern. the "only" way i have managed to break these things up at all, apart than some of the help I brought from other places in various forms, was to actually move some of the tanks closer. It's like they accounted for the original fire and it's distance, but when I uncharacteristically moved forward against heavy odds they didn't account for it, though they might fruitlessly return fire. Part of the key also, might be, that I only sent at most 2-3 of the total 10 or so tanks forward and kept all tanks firing. To leave some of them further back firing as well, though fruitless pretty much, might had kept him from accounting for the forward moving fire. Yes, I know, you say that doesn't happen, they don't re-calculate and "know" when that AP will start firing, or that it's effect, in the case of the PZ38's, will climb one more point in damage, therefore endangering them, but it's screwy nonetheless. Certainly nothing I have ever seen before. Good to see the stories about the filtering as well. |
Re: PZIVB AP Use
mobhack:
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Re: PZIVB AP Use
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Still, you haven't EVER seen the AI attack an unknown hex with air forces have you? It's obvious the artillery is random, though of course it didn't used to be in some SP versions. I sometimes marvel at the foolishness of the AI artillery as it may be wasting away half it's artillery on a totally unknown spot where I haven't something even remotely close, but at such a time it has plenty of units it has spotted and doesn't re-direct it's partial guessing game to focus on what it does see. That's not necessarily bad for the game overall, but does look to be flawed thinking. I don't ever concentrate all my artillery on one spot, but I almost always will focus on something that i can see. Somehow, I just can't get my head around the notion of firing on a position where I haven't the faintest idea that something is there or not. Strangely enough, I never use it for smoke either. And to top it all off I almost never run out of arty ammo, though my field-based ones would if I didn't re-supply them. Yes, I remember back in the old days, especially with SPWAW, where I would put my 88's on hills, usually just 2-4 of them, and right away the enemy arty or air would go right after them, despite their silence to that time. |
Re: PZIVB AP Use
mobhack:
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There was just no reason for that strike. The first plane took a slight SW course from a northern entry point, and going strictly by the course I don't think there was a single unit along that path, even within 6 hexes of the path, for the entire map, so obscure was the placement. I cannot recall the number of air attacks after that, but the very next one came from the south in a NW direction. I had the same reaction to both of them, once I saw the planes "Uh oh, there goes my ammo dump and IG's!" It was that obvious what they were out for. Like I said, I have played the game enough to see the arty will pull a rabbit out of a hat every once in a while, but it's also so stupid as to usually not react to four IG's with smoke trails that are very obvious, so it's not much of a gripe for it to luck out, especially since it is obviosuly random a great deal of the time, but the planes, if it hadn't been for that strike, even when they do strike at empty space, it's always apparent to me that something was in the general vicinity that it has spotted before, but that clearly wasn't the case here. Actually, if you had a flyby where the plane aborted, and even on the same turn the next plane did the nuke strike, that would make some sense, but for what appears to me to not be a random aerial strike force, to pinpoint it so clearly with no help is quite a mystery to me. |
Re: PZIVB AP Use
mobhack:
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