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  #1  
Old March 20th, 2011, 07:14 PM

Brian61 Brian61 is offline
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Default AI Tank delay

While the AI is much better than it used to be, it still sends tanks in a blind charge on meeting/advance/assaults. Granted, they have infantry riders (much better than naked!!), but it still would be nice if the infantry sometimes got there first.

I'm not at all sure this is possible but here is yet another idea to get closer to that: Let the AI put all tanks purchased in as reinforcements with a time delay equal to T as given by:

T = 1+ (0.25M - (1.5M/S))

where M equals the map width and S equals the tank speed rating.

This is, of course, just a rough formula that assumes an average movement cost of 3 per hex. Given the head start by their deployed positions plus the reinforcement delay (assuming the tanks start out on a home row reinforcement hex) this would mean that on average the tanks and infantry would arrive near the enemy start line about the same time.

For advance missions perhaps the time delay should be an extra turn or two, with three or four extra turns delay for assault missions.

Even if the delay had to be a fixed one, for whatever coding reasons, a 12 turn or so delay in tank start would make a world of difference. Maybe it could be a value loaded from config?

Having worked with legacy code myself, I'm in awe of what you have accomplished with this game and would understand if something like the above is just not doable.

Thanks,
Brian
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  #2  
Old March 20th, 2011, 07:44 PM
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Skirmisher Skirmisher is offline
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Default Re: AI Tank delay

What you need to do is set up a battle,but as a scenario.

That way somebody can set up the AI to do all kinds of things you wouldn't normally expect from the AI.

If I play the AI in a normal battle I always give it at least 50-150% more buying power.

It doesnt stop AI from being reckless,but it makes it much more difficult.
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Old March 20th, 2011, 08:09 PM

Brian61 Brian61 is offline
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Default Re: AI Tank delay

Quote:
Originally Posted by Skirmisher View Post
What you need to do is set up a battle,but as a scenario.
I don't believe you can do that for long campaign?

As for increasing AI buying points, I've been running at 125% ever since that was added to the config.ini file. Also I tend to buy 'junk' for some battles with support forces just to increase the AI's points. That basically just ends up with more tanks rushing to their early demise.

Thanks for the input though.
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Old March 20th, 2011, 08:27 PM
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Default Re: AI Tank delay

Quote:
Originally Posted by Brian61 View Post
While the AI is much better than it used to be, it still sends tanks in a blind charge on meeting/advance/assaults. Granted, they have infantry riders (much better than naked
The AI is very handicapped on useing infntry supporting armour, it just does not understand that concept, even worse it will keep tank riders on too long even when fired on.
It also buys too much armour( when it can) and drives them into oblivilion.
Suggest you do what Skirmiser says and have a 3rd party buy for the AI
OR
play a human and you will find no more blind charges there
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Old March 20th, 2011, 08:51 PM
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Post Re: AI Tank delay

Quote:
Originally Posted by Brian61 View Post
Quote:
Originally Posted by Skirmisher View Post
What you need to do is set up a battle,but as a scenario.
I don't believe you can do that for long campaign?
No I don't think so. Did not realize thats what you were talking about.


You can always make a custom campaign.

I don't do alot of WW2 vs human player because I find that
moral is to easily broken in WW2 games.

I can't stand playing and having most of my army running away from the front lines.
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Old March 20th, 2011, 09:17 PM

Brian61 Brian61 is offline
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Default Re: AI Tank delay

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Originally Posted by gila View Post
OR
play a human and you will find no more blind charges there
I've been tempted to get back into pbems but my health is such that it'd take a very patient opponent since I am sometimes unavailable without warning for a month or more at a time.

One possibility I have been thinking about is to string together a number of existing scenarios (suitably modified) into a player made campaign. However, having done a few scenarios some years ago for different versions, that might be biting off more work than I can finish
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Old March 22nd, 2011, 03:29 PM
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Default Re: AI Tank delay

Quote:
Originally Posted by Brian61 View Post
Quote:
Originally Posted by Skirmisher View Post
What you need to do is set up a battle,but as a scenario.
I don't believe you can do that for long campaign?
Brian, actually you can - I'll be glad to help you out.

There are two ways:

a) using the user campaign and adding induvidual scenarios as you go along. I'll build the scenarios. You as player will need to have basic knowledge of how to edit campaigns, i.e. how to add new scenarios to the campaign - but this is easy and I'll walk you through it in no time.

b) editing the save file. Send me your save files on turn 01 and I can change the deployment, troop type, set op fire filter and ranges, way points and all sorts of tricks to make the game much less predictable...

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Old March 23rd, 2011, 11:06 AM

Brian61 Brian61 is offline
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Default Re: AI Tank delay

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Originally Posted by wulfir View Post
Quote:
Originally Posted by Brian61 View Post
I don't believe you can do that for long campaign?
Brian, actually you can - I'll be glad to help you out.

There are two ways:


b) editing the save file. Send me your save files on turn 01 and I can change the deployment, troop type, set op fire filter and ranges, way points and all sorts of tricks to make the game much less predictable...
The b option sounds like a reasonable way to continue my current long campaign: last page of small core - KG Krafft campaign. It was that campaign which mostly prompted this thread.

I remember doing edits on campaigns in another mod but for some reason didn't think you could do it in this one with long campaigns. Is there a writeup somewhere that details the process? IE: copy/rename file x to z, open with editor,... etc.?

Thanks for your offer of assistance, I'd like to take you up on the offer with the KG Krafft campaign. I'll get a save game and some notes zipped ready to go later today.
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Old March 23rd, 2011, 07:16 PM

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Default Re: AI Tank delay

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Originally Posted by gila View Post
The AI is very handicapped on useing infntry supporting armour, it just does not understand that concept, even worse it will keep tank riders on too long even when fired on.
Actually its much worse than that. There is no AI. In games of this generation, there are just some simple hardwired behaviors. That said, one surprising outcome of simple behaviors is when you add enough of them together they start seeming to be 'smarter'.

I wasn't going to bring this up except, after finding out I could edit the files for a long campaign, I did an experiment. I simply made every armor unit on the computer side a 10 turn 50% reinforcement. Wow! What a difference!

Some very unexpected things did occur, for one, artillery all of a sudden got a lot more accurate and dangerous. Your scout cars start getting half blinded by ATR fire and then finished off by early arriving tanks. By the time the tanks arrive you're already up to your eyeballs in enemy infantry.

If I knew the layout of the dat files, I'd simply write a script to apply a reinforcement delay and chance to all vehicles on the computer side.
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  #10  
Old March 23rd, 2011, 07:45 PM
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Default Re: AI Tank delay

Your idea has some validity, we've been discussing something similar which for obvious reasons we won't reveal the details. However, your theory that "artillery all of a sudden got a lot more accurate and dangerous" has no basis in fact. There is NOTHING in code tied to reinforcement delay that's connected to artillery so what you've seen is either what you hoped to see or another case of randomnumberitis ( i.e you got lucky or you had good eyes on the target or both)

Don
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