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- 10/7/2000 2:15:00 AM   
Charles22

 

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victorhauser: I recall my Panzer Strike days, where I could probably lose at least a tank ot two in pursuit of the routed enemy, because my idea was the total destruction of the other side, be they attacking or not; something I did manage to pull off a few times. In SPWAW, however, there's no way to smash a routed enemy because he surrenders before any pursuit proper can gather steam. That was a fairly boring part of Panzer Strike because you spent so much time moving every unit, in order to not only destroy all the enemy units, but also to exit all of them off the board. So, as my philosophy isn't too terribly different from Panzer Strike, the surrendering enemy is enabling me not to destroy more of my tanks, thus ensuring that the scores may take on greater differentials. If you've been campaigning, have you seen any exit hexes yet (perhaps they can't happen in campaigns)?

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Post #: 31
- 10/9/2000 4:44:00 AM   
DownUnder

 

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From: Canberra, ACT, Australia
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quote:

The AI needs those points to balance out your upgraded units and their high experience. A Tiger with 120 experience (Elite) is much more effective than a Tiger with 75 experience (Regular crew). With True Troop Cost on, the Elite Tiger costs a lot more than the Regular Tiger, which makes sense? The AI needs more points when tackling these tough units. The AI either needs to purchase more experienced units to match your force, or they are forced to buy hordes of troops to make up for their lack of experience. BA Evans
What I would like to see is the AI purchase units with equipment and skill equivalent (maybe a little higher) to my own and then have the ability to take me on with a reasonable fight. Predominantly I would like to see the AI improved beyond the "charge" tactic it uses now. I know this is difficult but it would vastly improve the game.

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regards from down under!

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Post #: 32
- 10/9/2000 5:06:00 AM   
Arralen


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Joined: 5/21/2000
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quote:

Originally posted by DownUnder: Predominantly I would like to see the AI improved beyond the "charge" tactic it uses now. I know this is difficult but it would vastly improve the game.
Agree on this one. Did already some suggestions about this when V2.0 came out, but never received a real answer to this from the programming folks, you know what I mean? Seemingly there's nothing what can be done to improve the old SP engine Arralen [This message has been edited by Arralen (edited October 08, 2000).]

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Post #: 33
- 10/9/2000 9:04:00 AM   
john g

 

Posts: 984
Joined: 10/6/2000
From: college station, tx usa
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quote:

Originally posted by Arralen: Agree on this one. Did already some suggestions about this when V2.0 came out, but never received a real answer to this from the programming folks, you know what I mean? Seemingly there's nothing what can be done to improve the old SP engine Arralen [This message has been edited by Arralen (edited October 08, 2000).][/B]
What I would like to see is the ai doing tricky items like airdrops or commando infils. The usual charge across open ground with masses of arty and airpower is more akin to WWI. Any time that I get a defend or delay in my campaign, I just set up a continous line of infantry backed by tanks (acting as pillboxes) and proceed to destroy any targets in front of me. thanks, John.

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Post #: 34
- 10/9/2000 11:37:00 AM   
victorhauser

 

Posts: 318
Joined: 5/29/2000
From: austin, texas
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quote:

Originally posted by Charles22: In SPWAW, however, there's no way to smash a routed enemy because he surrenders before any pursuit proper can gather steam. If you've been campaigning, have you seen any exit hexes yet (perhaps they can't happen in campaigns)?
Charles: Now you know one of the reasons why I let the AI capture and or hold Victory Flags until the very end of the battle. That way it cannot surrender and I can wipe them all out (or as many as I care to). But you are also correct that the Points-per-Turn Victory Flags make things more interesting and challenging. Also, I have not encountered Exit Hexes yet in any of my campaign battles.

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VAH

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Post #: 35
- 10/9/2000 12:04:00 PM   
victorhauser

 

Posts: 318
Joined: 5/29/2000
From: austin, texas
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quote:

Originally posted by DownUnder: What I would like to see is the AI purchase units with equipment and skill equivalent (maybe a little higher) to my own and then have the ability to take me on with a reasonable fight.
Downunder: There are ways to get the AI to do this. The most efficient way is to: 1) turn Historical Ratings OFF and manually set the AI Troop Quality; and 2) then set the AI to a value corresponding to the troop quality you want to fight against. For example, by the 7th game of almost any campaign I'm fighting (I use a progressive increase from battles #1 through #6 to enhance AI parameters) the AI in my campaigns have the following parameters (which I keep for the rest of the campaign excapt that I also increase AI Tank toughness to 120% at around the midpoint of the campaign): AI set to 200 AI Advantage turned ON True Troop Cost turned ON AI Rout/Rally set to 200% AI To-Hit set to 200% AI Troop Quality set to 60 AI Tank Toughness set to 110% AI Infantry Toughness set to 200% AI Sighting set to 80% (to offset increase in average AI unit quality, 80% of 140 = 112 which is still extremely effective) All other settings at 100% All my settings at 100% except that my Troop Quality is set to 80 and my sighting is set to 110% (gives me a mediocre chance to spot AI 140 infantry). The above settings give the AI an average unit quality of 140 (max) and further increases its fighting power by 200% for hitting and rallying and infantry toughness. And it does this at a per-unit cost of 60 rather than encyclopedia cost of 70, thus giving the AI approximately 14% more units than it would normally get, even with AI Advantage and True Unit Cost turned ON, so I will be outnumbered even more and by the highest quality AI troops. I used to max the AI out at 250% but I've discovered that with breakdowns turned ON I can no longer be so generous to the AI and still have an outside chance to win decisive victories (most of my battles end up as Marginal Victories ending on the final turn, with a few Draws and a few Decisive Victories tossed in).

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Post #: 36
- 10/10/2000 8:37:00 PM   
Charles22

 

Posts: 912
Joined: 5/17/2000
From: Dallas, Texas, USA
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victorhauser: Well thank you Victor, there's a method to your madness afterall. I can see how letting them take something could be advantageous. The only time I ever considered letting them take something was when the opponent is known in advance to likely be way too dominant, so that my fire could be more concentrated to hold two areas instead of three, and then to move on the third when the other areas were obliterated. It makes it a lot easier if the unguarded area is in a valley and you are on a hill behind it, but thats not terribly common. Maybe the best thing when on the defensive in an assault, would be to heavily guard the relatively timed area with infantry alongside ATGs and some tanks you wouldn't mind moving up, which would need to be hidden, so as to avoid taking fire without returning any. Hmmm, ahhhh, (don't want to sound too much like Floyd the barber here) now I can see VERY good use for dragons teeth for such a situation. Let the enemy take one lousy hex and then start blazing away so as to level the units that try to remove the dragons teeth. To help keep the enemy tanks from bothering the infantry, tanks laden with smoke charges could be positioned so as to frustrate tank attempts to rout the infantry beyond the dragons teeth.

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Post #: 37
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