JAMiAM
Posts: 6165
Joined: 2/8/2004 Status: offline
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Hi, A few things to point out. It's not really the AI that is at fault here, it is the PO. This is a very important distinction in TOAW. The PO, or Programmed Opponent is only as good as the designer can make it, and in the case of this scenario, the designer frankly did a poor job of it. The Soviet Formations have ridiculous objective tracks set to them, showing that he really didn't understand the way that the AI will attempt to move, attack, and defend along the tracks. Next, he has the Soviet formations set to Attack general orders, so they will be more aggressive, when they should be more defensive. I did not dig any deeper to see if he used multiple objective tracks for the scenario but it is doubtful and even if he did, the way he's got things cookie-cut at the beginning of the scenario doesn't bode well for any changes down the line. Finally, this is a fairly large scenario. This means that not only is it more difficult to do a good job of programming the PO, but changes from the "expected" can quickly drive the PO off the rails. This is due to the complexity of the situation, and is exacerbated by the fact that human players will often approach things differently than the designer anticipates, and then the PO is hard-pressed to react to situations not already anticipated. If you're playing against the PO, it is best to choose smaller scenarios. Better yet, though, is to play against live opponents. They will most likely be better than any PO. Treat the PO as a training dummy, and then, go out and find a real dummy...errr...opponent, to play...
< Message edited by JAMiAM -- 10/10/2007 6:56:51 PM >
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