Peter Fisla
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Posts: 2503
Joined: 10/5/2001 From: Canada Status: offline
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quote:
ORIGINAL: marcdhanna Hello, Quick ARR combined with reports on routing and AI feedback: so I went back to this scenario Defending Meximieux and found that sometimes B+ units get stopped routing when they get to a woods hex, sometimes they can continue on. I wonder if the CPU is calculating that enemy units that are out of LOS of the unit are still closer and preventing extended routs? In any event, it isn't always true that the routed B+ units are prevented from continuing on when they reach the building/woods. |Or at least woods -- by this time the units in town were pretty much crushed by the AI. This does add a certain charm as one could argue routed units shouldn't be well controlled anyway. So there is the unpredictability of what these routers are going to do! Writing AI Rout logic that handles a user creating all kinds of different terrain maps is very difficult and CPU processing is very high. Considering that Routing logic has to handle such things as KNOWN enemy units or being LOS etc...its very heavy on processing; of course the code can be tweaked but it is definitely not easy. I also believe that the user has a bit too much control over its broken+ units. I think really, the player shouldn't be in control but since I was inspired by ASL, the player is in control. quote:
ORIGINAL: marcdhanna Settings were very difficult and fog of war with high path-finding skill enabled Noticed the AI isn't aggressive enough with taking ground/objectives. The enemy clearly could have taken the remaining two objectives on the last turn, as it had pretty much slammed my defending units in the town area. I had nothing to prevent these moves, which would have lead to a decisive victory. AI did start moving some tanks towards the objectives -- but inexplicably stopped two hexes short. Didn't try to run infantry in range either. AI is a bit trigger happy and should hold fire and move more often. I can possibly tweak the AI to be a bit more aggressive when in ADVANCE...I will see what I can do. quote:
ORIGINAL: marcdhanna It seems the AI prefers to fire if there is an enemy in sight, even if it is just an unarmed leader. As a result of too much firing and not enough moving, the enemy failed to take these easy objectives and I 'won'. AI isn't easy to program in games like this but I wonder that the objectives seem to be downplayed in the algorithm? Nevertheless, damn fun I know in reality I lost -- heh very difficult is indeed very difficult, very tough to manage units cohesively as they lose command here and there. Using the command rules (I assume similar to Solitaire ASL) is a very good idea. Esp. when the AI doesn't have to worry about it at very difficult.... cheers! Well the AI was written with Command and Control rules in effect, and yes I was inspired by SASL. I love SASL II, been playing ASL VotG CGII with Paullus for 7 years now playing against the Russian system player and we are having total blast. Very difficult setting is even better, AI doesn't check for C&C...only human player does. Cheers! Peter
< Message edited by Peter Fisla -- 10/5/2016 10:54:25 PM >
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