Big Ivan
Posts: 1963
Joined: 6/9/2008 From: Mansfield, Ohio USA Status: offline
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quote:
ORIGINAL: Deepstuff123 Here are some optional rules anyone can apply when playing against the computer AI in CS, or other turn-based war games similar to it. When playing the AI, sometimes the computer won't move or shoot as often as a human opponent would. Moving the slider so the AI gains an advantage helps, but still the movement and shooting totals may not be balanced. To use these, first grab a pencil and paper. 1. Overall shots. Based on the scenario, determine how many total shots you should be allowed compared to the AI. For example, maybe by the end you determine you can be at "plus 4" shots. During the battle, stroke tally the shots taken by AI and yourself, including Opp Fire shots. After each turn, total shots taken to that point and make sure you are on pace to be no more than 4 shots ahead by the end of the scenario. This will force you to be more selective on what shots to take, and by the end of the scenario the overall shooting will be balanced the way you initially setup. 2. Movement. Decide how many units you will be allowed to move each turn. For instance, if you have 18 units in a scenario, you can select a range of units you will be able to move each turn. Use a random number generator to get random numbers for each turn. Random.org has a good one. If you pick 7 to 18 units, setup 7 to 18 on the site and generate random numbers prior to each turn. The number generated will represent how many units you can move in that turn. This will cause you to be more selective, and make choices, not being able to move any unit at any time. 3. Move and Shoot. Set how many units you can move and then shoot during a turn. You can pick a range of units and then generate random numbers, following the above process. Perhaps a low number, 1 to 6. This will represent how many units can move and then fire in a turn. 4. Shots per turn. Select the range of units that will be allowed to shoot in a turn. With 18 units, maybe 6 to 14. Generate the random number prior to each turn for this category. During each turn you will have to decide which shots to take, and you won't have the luxury of being able to fire all available units every turn. These are just some options I've thought of for playing against the AI. It may help make the experience more challenging and balanced for you. Jeff Nice Jeff very nice, none of these ideas never even occurred to me and I've been playing CS for 18 years. These ideas appear to cover ground combat and movement well but what about artillery? I'm thinking #4 might handle artillery well to some extent. Say one has 16 total artillery units (maybe not including mortars??)and 12 can fire in a turn. Maybe of those 12 plot 8-9 or two-thirds of the available and switch them up from turn to turn. Still the A/I is very poor in artillery coordination and more often than not uses its available smoke early in artillery strikes. Still its a great start. Your thoughts on the artillery issue? Thanks John
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Blitz call sign Big Ivan.
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