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 slight improvement with 1.01

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [Modern] >> FlashPoint Germany >> AI slight improvement with 1.01 Page: [1]
Login
Message << Older Topic   Newer Topic >>
AI slight improvement with 1.01 - 2/22/2005 1:18:15 PM   
Adam Parker


Posts: 1848
Joined: 4/2/2002
From: Melbourne Australia
Status: offline
As can be seen playing the Soviet Tank rush scenario again but under 1.01 and not moving anything as the Soviets, the NATO AI still sends its HQ's into harms way. At this point of the game NATO had already suffered extensive loss to its armor so no sane commander would have sent its soft units into these locations - the Soviet positions were trully well-known.

Result - a NATO minor win this time because the AI didn't employ its C squadron - hence no additional sacrificial losses there. That's the actual improvement in AI play.

As Erik has posted, more work is now in progress on the AI so a little more patience is due.

Adam.




Attachment (1)
Post #: 1
RE: AI slight improvement with 1.01 - 2/22/2005 4:28:25 PM   
Cpt. Canuck

 

Posts: 539
Joined: 8/8/2002
From: Calgary, Soon to be sovereign nation of Alberta
Status: offline
I wonder if the AI is rushing to attack in this scenario because there are 200 Victory Points in two of the Eastern most sectors?

_____________________________


(in reply to Adam Parker)
Post #: 2
RE: AI slight improvement with 1.01 - 2/22/2005 5:07:51 PM   
Real and Simulated Wars

 

Posts: 768
Joined: 8/6/2003
Status: offline
quote:

ORIGINAL: Cpt. Canuck

I wonder if the AI is rushing to attack in this scenario because there are 200 Victory Points in two of the Eastern most sectors?


Ey Cpt.!
I wonder the same. Note that in the patch, one of the scenarios for the brits is changed to avoid the AI charging relentlessly into the Pact forces.

(in reply to Cpt. Canuck)
Post #: 3
RE: AI slight improvement with 1.01 - 2/22/2005 5:09:58 PM   
JudgeDredd


Posts: 8573
Joined: 11/14/2003
From: Scotland
Status: offline
quote:

ORIGINAL: Cpt. Canuck

I wonder if the AI is rushing to attack in this scenario because there are 200 Victory Points in two of the Eastern most sectors?


Most defintely. The AI wants the sector points as much as the WP. Some scenarios, if memory serves, are not straight forward defense or attack....I'm sure quite a few have points for both teams to gather. In fact, even if there aren't any sectors for NATO to gain points in the WP area, NATO may well still try and manouvre there because preventing WP forces getting points is also beneficial....

_____________________________

Alba gu' brath

(in reply to Cpt. Canuck)
Post #: 4
RE: AI slight improvement with 1.01 - 2/22/2005 5:10:53 PM   
Real and Simulated Wars

 

Posts: 768
Joined: 8/6/2003
Status: offline
Good post Adam!
Would you comment on what are the areas in which you wish some improvements for the AI?

(in reply to Adam Parker)
Post #: 5
RE: AI slight improvement with 1.01 - 2/22/2005 7:55:36 PM   
Cpt. Canuck

 

Posts: 539
Joined: 8/8/2002
From: Calgary, Soon to be sovereign nation of Alberta
Status: offline
quote:

ORIGINAL: JudgeDredd

quote:

ORIGINAL: Cpt. Canuck

I wonder if the AI is rushing to attack in this scenario because there are 200 Victory Points in two of the Eastern most sectors?


Most defintely. The AI wants the sector points as much as the WP. Some scenarios, if memory serves, are not straight forward defense or attack....I'm sure quite a few have points for both teams to gather. In fact, even if there aren't any sectors for NATO to gain points in the WP area, NATO may well still try and manouvre there because preventing WP forces getting points is also beneficial....


Yup, so it may be a scenario design issue rather than an AI issue.

For that particular scenario, does it make sense to have the VPs over there for the Brits? The VPs should reflect the mission, no?

_____________________________


(in reply to JudgeDredd)
Post #: 6
RE: AI slight improvement with 1.01 - 2/22/2005 10:20:31 PM   
Adam Parker


Posts: 1848
Joined: 4/2/2002
From: Melbourne Australia
Status: offline
Thanks Chelco,

Actually guys, in this case the issue is in the way the AI handles its HQ's. I've read that for morale purposes a player is advised to keep units well within 4km (8 squares) of his/her HQ's. The AI though seems to be attempting to keep its HQ's adjacent and then actually employing these HQ's in a line role.

As only true "Line" units - recon, inf, tank can secure and clear victory sectors, HQ's can't and the AI may simply be getting confused as to what HQ's were built for. You can see the HQ adjacent to the T80's in the north. In this square at least 6 British Challengers already lay burning at the time of entry. The HQ shouldn't have been there. The HQ to the south should at least be another 4 squares to the west for safety and performance. There's already a dead HQ somewhere in the middle

As for other improvements to AI play also witnessed, Gas was dropped, tank attacks were more deadly and artillery killed my "personal" (highest HQ). As mentioned to win, I'd now at least need to move some of my armor/inf into the victory sector itself.

I replayed the scen once again and this time moved my units. The Pact killed nearly every NATO unit on map in 4 turns and with approx 18 turns to go and NATO at 28% of its forces, turned the scen off. It was contrary to the victory conditions to have to chase NATO around an empty map to kill a further 8% and force an enemy resignation - my objective was to take and hold the city for future operations. But pressing "Proceed" for 18 more turns to bring the scen to a timed end, just offered tedium.

Could I suggest a "Voluntary Bring the Game to and End and Tally My Victory" button as in Civil War Generals 2? (NB: It took a patch in that game, to add that feature!)

(in reply to Cpt. Canuck)
Post #: 7
RE: AI slight improvement with 1.01 - 2/23/2005 4:24:13 AM   
IronManBeta


Posts: 4132
Joined: 2/25/2002
From: Burlington, Ontario
Status: offline
We do have a way already to voluntarily end the game. Look under the File menu item for "End Game Now". It is disabled though for PBEM games because that would allow you to falsely end the game and browse the other side to discover all their secrets. I forget which of my nasty-minded playtesters came up with that exploit but it ruined one of my secret sure fire 'the developer always wins' tricks and I'm still upset.

I'll look at the other game balance issues that you describe too but to be honest it might take a little while now.

Thanks, Rob.

(in reply to Adam Parker)
Post #: 8
RE: AI slight improvement with 1.01 - 2/23/2005 6:48:31 AM   
Cpt. Canuck

 

Posts: 539
Joined: 8/8/2002
From: Calgary, Soon to be sovereign nation of Alberta
Status: offline
I just finished the Soviet Tank Rush as the British with the patch.

I was simultaneous pleased and horrified when "B" squadron ceased to exist when assualted (and I do mean assaulted) by the Soviet Mech Infantry Battalion and a Soviet Tank Battalion.

I still pulled off a decisive victory, but lost about 2-3 times the number of tanks as previously.

Good Job

_____________________________


(in reply to IronManBeta)
Post #: 9
The HQ Rush - 2/23/2005 12:22:47 PM   
Adam Parker


Posts: 1848
Joined: 4/2/2002
From: Melbourne Australia
Status: offline
Ok guys, here's v1.01 again playing the Tank Rush scenario as NATO vs Pact AI.

It's 11:15 and we can see the Soviets though with ample armor in this scenario, leading the way with an HQ. The NATO forces in the vicinity had already been spotted and combated by Pact armor which had since moved out of LOS, so this was no accidental HQ move - regardless we'd all agree no HQ should be so far in front!

One other anomally I've noticed is that when indirect fire targets an unseen hex and makes a hit, a KIA dialog and sound effect appears. This of course gives away the fact that a hidden enemy now exists in the hex.

Btw NATO seems very ready to pollute Germany with Chem as can be seen!




Attachment (1)

(in reply to Cpt. Canuck)
Post #: 10
RE: The HQ Rush - 2/23/2005 2:56:04 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Adam,

We're aware of the HQ issue and are looking at it for 1.02, along with other AI improvements. We are also aware that the particular Tank Rush scenario is one where the AI is doing worse than usual. 1.02 should bring some notable AI improvements.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Adam Parker)
Post #: 11
RE: The HQ Rush - 2/23/2005 7:03:40 PM   
UndercoverNotChickenSalad


Posts: 3990
Joined: 2/19/2002
From: Denial Aisle
Status: offline
regardless we'd all agree no HQ should be so far in front!

heh the AI has elan

"FOLLOW ME !!"

_____________________________


(in reply to Erik Rutins)
Post #: 12
RE: The HQ Rush - 2/23/2005 9:30:57 PM   
TheHellPatrol


Posts: 1588
Joined: 7/3/2004
Status: offline
I too have replayed scenario #1 as Nato/WP since installing the patch. I got a good chuckle when i started seeing chemical clouds descending on my Nato forces. The Ai use of arty seems, IMO, seems much more "realistic" given the circumstances of this "fictional" engagement. I would say the Ai puts up a better fight now but, for any seasoned wargamer, you'll always come out ahead with time against a computer opponent. I really enjoy this title, there is alot under the hood to fiddle with yet it is easy enough to be real fun as well. Sure, as Adam stated, you can just hit "proceed" a bunch of times and see what your score is. I read about someone doing that in Korsun Pocket as well and it points out the fact that the Ai is designed to be "played" against and if you don't "play" (ie: don't move) you can't expect results that apply towards the overall fun factor of the game in question IMO.
I find it a blast to go out and meet the enemy, or setup ambush, and the reward of good strategizing is what gaming is all about. The fact that you can drop chemical weapons and nukes, for Christ's sake, makes it all the better. The changes this patch made are appreciated for the improvement in gameplay and the added ease to the interface (SOP) and i see great things for the future of FPG and beyond. If i could have one thing, and i know it's only a matter of time, i would like a much larger choice of unit icons. Removing the "generic" feel of them would be a huge addition not only to the replayability but to the general public (sales).

_____________________________

A man is rich in proportion to the number of things he can afford to let alone.
Henry David Thoreau

Post #: 13
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [Modern] >> FlashPoint Germany >> AI slight improvement with 1.01 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

0.703