janh
Posts: 1216
Joined: 6/12/2007 Status: offline
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I am really happy with the AI in WiTE. They really put a lot of hard work into it, and it shows. That alone is good reason to buy this game. Sure, it is not human opponent that can come up with ideas like factory raiding or HQ chaining ;-) but as long as you constrain yourself a bit to somewhat historical pace and maneuvering, I find it can cope quite well in both the offensive and defensive. I have yet to see it after 42, though. It is possible that when the situation gets very tight for the Germans and no mistakes are allowed anymore, AI will present enough mistakes to exploit and run to Berlin in little time. In general I guess since the movement phases are "very long" at 7 days (translating into "large movement distances", especially at the beginning or in proper C&C and supply situations and especially for anything motorized), AI has a tough time to plan far ahead as possible moves increase almost exponentially. It is like playing chess with 10 moves allowed instead of one for each phase. So the more often I am short on MP, and basically cut my action radius, the better the AI handles me. If turns were 3.5 days, and MP ranges halved, the AI would do better, and perhaps would have been easier to program. Perhaps future Wit.. games will allow variable turn length like in WitP/AE, which also there helps to beef up AI. The only thing that I do really miss for the G&G games is a powerful scripting language such as in ARMA2, which would allow to improve and even partially override the hardcoded routines for AI or anything in game. That would add enormous potential for modding anything in WiTE and AE. Else, WiTE surely has its shortcomings, which in my opinion include the lack of "reaction" settings for the non-phasing player (to automatically move units in blocking positions or into meeting engagements against enemy units breaking into the own depth -- much like naval reaction in AE; see BG's AAR; mediates the long 7 day turns a bit, and let's IgoUgo look less like a beer and pretzels game...), the rather over-simplified air war (AE sets the state-of-the-art standards I believe...), the lack of ability to control unit creation as Axis, the lack of controlling ToE changes on both sides (except airframe changes, which are allowed), the lack of a production (Axis) and R&D system (ideally would look like IJ in AE...), and the fixed Axis withdrawals (picks only given units, which can be totally run into the ground by the player so that they actually would be of little value at another front; ideally it'd pick appropriate, unengaged forces with a certain minimum CV threshold). Some of those things will hopefully be developed into the right direction in the coming titles. Despite any shortcomings, I am having a lot of fun with this game and only can recommend everyone considering it to jump in. As usual, G&G and Matrix provide quality for the $, and their service is also excellent -- they are still improving and patching it very actively.
< Message edited by janh -- 11/22/2011 10:27:02 AM >
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