Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

AI unbeatable

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> The War Room >> AI unbeatable Page: [1]
Login
Message << Older Topic   Newer Topic >>
AI unbeatable - 6/29/2011 9:23:14 PM   
sth1119

 

Posts: 77
Joined: 6/23/2010
Status: offline
I have bought the gold verson recently and have been trying to learn the game. Many of the threads describe how difficult the AI is. Has the latest version(2.05 or was it 2.04?) evened the playing field?
Post #: 1
RE: AI unbeatable - 6/29/2011 10:39:27 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
Once you understand the game better you should have little difficulty defeating the standard AI. Read Vic's ATG College articles if you haven't already.

_____________________________

Tac2i (formerly webizen)

(in reply to sth1119)
Post #: 2
RE: AI unbeatable - 6/29/2011 11:35:12 PM   
Iron Knight


Posts: 213
Joined: 12/24/2007
Status: offline
Keep in mind there are some unwinnable situation in the random games. Against the AI Rifle, MG, ATG/Bazooka and Fighter upgrades have proved very important in my games.

_____________________________


(in reply to Tac2i)
Post #: 3
RE: AI unbeatable - 6/30/2011 12:03:44 AM   
springer

 

Posts: 414
Joined: 5/14/2009
Status: offline
sth0009-

with the latest updates of ATG, you can set the AI to AI-, this will make for a kinder, gentler AI as you go about mastering the game.  Good luck!

(in reply to Iron Knight)
Post #: 4
RE: AI unbeatable - 6/30/2011 1:55:47 PM   
sth1119

 

Posts: 77
Joined: 6/23/2010
Status: offline
thanks for the feedback.

I have found Vic's ATG college information and will study it. I have been through the pdf manual a couple times. I have started several random games using small maps in an effort to get more familiar. I think what is baffling me the most is how best to manage resources. I am having difficulty understanding what is draining my ORE reserves and ow to increase supplies.

I appreciate the tolerant responses after posting a subject which has likely seen much banter. I was a little frustrated.

(in reply to sth1119)
Post #: 5
RE: AI unbeatable - 6/30/2011 3:38:22 PM   
Josh

 

Posts: 2576
Joined: 5/9/2000
From: Leeuwarden, Netherlands
Status: offline
No worries, even for seasoned AT players the AI can be a bit ... overwhelming sometimes. Like when you see the AI has dozens of Inf units each with 100 Inf, some Mg's and Inf guns in them... (now where the heck did *that* come from  ) There you are with 30 cavalry and some armour... LOL. You can beat AI+, only because it does stupid things. I'm using the last patch now (2.05) and the AI- (yes AI minus) still can outnumber me easily.

Anyways, concerning your ore drain, you do realize that building roads/railroads you're using up ore as well? Especially early in the game that can cost you dearly. Note the ore number at the top of your screen, when it's in red (=bad) you're producing things that won't get produced, if you know what I mean. You may have just enough ore to build four ships, anything more you build that needs ore won't get build. Yes it may be in the production screen, but if you look closely you'll see that no things are produced at all (except maybe those four ships). Like I said, this is especially so in the early stages of the game.

Supplies; here's what I do. I set my Capital to producing supplies and PP's (and some Inf/ staff/ etc.), the rest of the towns I conquer are set to producing things. That way it's easy to control supply production. Sometimes I set cities I take to producing supplies as well.

(in reply to sth1119)
Post #: 6
RE: AI unbeatable - 6/30/2011 7:37:01 PM   
sth1119

 

Posts: 77
Joined: 6/23/2010
Status: offline
Thanks for the description on the numbers at the top of the screen. I was unclear what the center number was really telling me.

Vic's documents (ATG College) are very insightful. Things are making more sense and i believe i am beginning to understand why i can't win a battle. I am over estimating the offensive power of infantry formations with mortor,etc. This is a cool game.

(in reply to Josh)
Post #: 7
RE: AI unbeatable - 6/30/2011 7:47:35 PM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
The AI hordes are pretty annoying when you struggle trying to supply and maintain your own army.

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Josh)
Post #: 8
RE: AI unbeatable - 7/5/2011 2:35:35 AM   
Veni

 

Posts: 59
Joined: 6/22/2011
From: Kabul
Status: offline
sth009,
I'm not much further along the curve than you: a veteran AT player, I purchased ATG about 3 weeks ago, and am only now beginning to feel comfortable via the AI.
A few points which have been important to me:
1. I've had a much better go playing against multiple AIs, as they tend to duke it out between themselves. Playing one-on-one against the AI has tended to be a stompfest (against me). With multiple opponents, the AI balances its focus between several players, allowing me a bit of breathing room;
2. I tend to send my production directly to my front hq(s), with the exception of the Capitol (as with Josh above) which produces supply/pp/ore as needed directly to 'Supreme HQ'. Previously, I had sent all production to 'Supreme HQ' and divided out as strategic capacity/rail access allowed, but this left my units weak and vulnerable. Also, if you have a few trucks in your front hq, inf can be shipped to its units (w/o trucks they could also 'walk' if within range);
3. I've found that producing Flak right away helps via AI air strikes. My initial production is to dump 40 staff and 4 Flak into an empty hq. While I don't know the mechanics of AI air strike determination/combat, I've had the distinct impression that units within range of the Flak sustain far less damage, and the Flak seems to deter attacks altogether sometimes. On a related note, keeping units in rough terrain (e.g. forests), especially if they can entrench, goes a long way against the AI air strikes;
4. Noticing MGs defend far better than attacking (and I always seem to lose a lot of them when attacking), I've gotten in the habit of putting all of a group's MGs in one 'strong point' defensive unit (currently 40 Rifle, 10 MG), which I don't attack with but use to defend key terrain or use as cover while a weak unit reconstitutes. This has been working well for me.
5. Regarding ore consumption, as a matter of preference I sequence my production prior to using my engineers for anything, and be sure not to use more ore than I need for production. I like to go on an ore binge with my city production if I know I'm going to need a lot of ore the next turn. Also, are you using your engineers to upgrade your 'raw' sites to level 2 production? This makes a big difference.

So none of the above I'd claim as a hard-n-fast rule, but they are some things which have helped me as my play has evolved. I hope this helps. Cheers!

(in reply to Jeffrey H.)
Post #: 9
RE: AI unbeatable - 7/6/2011 9:18:50 PM   
sth1119

 

Posts: 77
Joined: 6/23/2010
Status: offline
thanks for the feedback veni.

I had not trying to go against multiple AIs as of yet. Your logic makes sense though.

I have started to have some successes by being mindful of the type of units i attack with. My engineers have been converting the raw areas to level2. I have been a little thick in managing my resources though.

Your advise is great and i can't want to try it out this weekend.

regards.

(in reply to Veni)
Post #: 10
RE: AI unbeatable - 7/10/2011 11:05:09 PM   
Whydmer


Posts: 105
Joined: 6/5/2009
Status: offline
Coming a little late to the party but one thing I noticed was that playing one AI on a small map is actually a very hard way to  learn the game.  The AI's production advantage really are noticable then.  Playing 2 AI on a medium map where you are not the monkey in the middle works much better. 

(in reply to sth1119)
Post #: 11
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> The War Room >> AI unbeatable Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.891