UP844
Posts: 1662
Joined: 3/3/2016 From: Genoa, Republic of Genoa (occupied by Italy) Status: offline
|
As a wannabe scenario designer, I have always been fascinated by "AI psychology". Since the AI is VPO-oriented, does this mean vscenario creators must always place one or more VPOs, even when victory depends on the elimination of enemy units? I think there are some AI issues that require some fine-tuning (I apologise with Peter if they have already been addressed in Update #1): - Most AI units running to occupy opposite Exit hexes: this can be seen both in built-in ("012 - 7th Somerset at Oosterhout") and user-made ("The Puma Prowl", "SL-7 - Buchholz Station") - AI units not firing beyond normal range: since units are not hidden, and then do not reveal their position by firing, I do not understand why they do not fire, even when they would have an excellent chance of causing damage (e.g. in "100 men" I inadvertently moved a U.S. stack in the open in full LOS of a German 1st Line squad 7 hexes away: I was expecting a massacre, but the AI did not fire ), I can understand MGs not firing at long range to prevent breakdown, but squads cannot suffer weapon breakdown). - AI AFVs starting and stopping without moving a single hex (as reported by Double Deuce). - AI closed AFVs enter BU and remain BU: apart from the ones that must be BU to fire, I think that this is another case that makes the AI less effective, because of the BU penalties to both fire and movement (not to mention the impossibility of using those nice .50 cal AAMGs) - AI artillery is much too powerful: I played the same scenario (100 men) on both sides and the AI fires 4 or 5 artillery barrages while the human player barely manages to fire 1 or 2. I would like to see new features as anyone else, but - like Peter said when TotH was released - it's better to make the basic game engine as bug-free as possible before adventuring into any addition.
|