View Full Version : The A/I and Combat, a question?
I've noticed that the AI almost always targets and shoots at combat units(like infantry and tanks) before non-combat units(like trucks and wagons which are not loaded). There is a thread somewhere out there where you can preset the AI for opportinity fire but that does no good in offensive fire phases. At least I think thats the case.
The AI also seems to target Engineers above anything else that may be in the location if its strictly non-armored units.
I was wondering if anyone in the CS family knows of a way to modify this temporarily within the game engine without destroying the playability of the game. But yet making it a little more random. Certainly I would agree that such a modification would have to be accepted by the masses in any tournament or head to head play.
Just thinking out load a bit on how the AI performs and would appreciate all comments.
Big Ivan:crosseye:
Major Major
22 Dec 02, 17:15
Big Ivan,
No ideas on how to edit the source code, but I do have some comments.
I've noticed this pattern also, but never had a problem with it. Even in extreme FOW, I can see enough detail to target combat units first, even engineers. More often than not, i'll also go for an engineer first, fearing their wrath. In this context, my play style is not so different from that of the AI.
Sometimes I won't prioritize engineers, e.g. if i know my limited firepower could be used more beneficially against a weaker unit. this mean the AI is at a disadvantage to me as it doesn't seem to prioritize its use of fire power. However, I think making the AI randomly choose units to be a greater handicap. In short, I'd leave the AI alone.
Interesting idea though. What effect do you seek with the random targeting (tougher AI, less predicatible ...)?
I see a tougher AI. Reason being as it sits now, when its my turn I can move an engineer into an area to draw fire. Knowing that units opposing me have 1 maybe 2 shots each left, I can expend their action points. I guess I could do the same with any unit not just engineers. But this allows me the advantage of moving my transports last when I know most of his action points are used up. This doesn't preclude that hidden AI unit which decides to wait for jucier targets. When its the AI's turn, I know it will concentrate on engineer units and I plan accordingly in my previous turn!
In my games against the AI I seem to have an upper hand as I can plan accordingly for following turns like I said. The AI on the other hand plugs the math in its turn for the best outcome at that time. If I give the AI and advantage of 5 -8% my games seem a little more balanced in terms of loss ratio. But still I have the upper hand on movement finesse.
I also noticed in scenarios where there is a victory exit hex the AI will undoubedly concentrate its forces around that point. This gives me a big upper hand as I can evaporate his outer lying forces easier.
This whole idea gets thrown out of the window in night combat in EFII, DG and RS. Its all seems very random there to me.
In the final analysis MM, you bring a good argument. Maybe its best to leave somethings alone. But it would be an interesting "what if" to play around with the AI settings without sacraficing playability.
Thanks
BIG IVAN
Major Major
23 Dec 02, 12:23
excellent points! you're obviously a much more devious and calculated player than me! ;)
i'd be in favor of an extra toggle switch/fix to align the game with what appears to be a more random situation in night games.
Best wishes for the holidays!
MM
i have some knowledge of programing in BASIC if anyone would like to put my skills to use ...
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