Airstrikes. (By the AI) (Full Version)

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FaneFlugt -> Airstrikes. (By the AI) (5/17/2007 7:10:27 PM)

Playing operation overlord vs the AI.

If i make one artillery strike per impulse I can make the AI airstrike me 10 times in a turn. The next turn the AI isnt using his airforce at all, no interceptions, no ground support. And no airstrikes. Im guessing his aircrafts are in reorg?

"Edit:

If i dont do the 10 artillery strikes, but end the turn after moving, theres just 1 turn of airstrikes, which is less crippeling to his airforce. End edit".

have anyone else, given any thought to this defect feature of the airwar mechanisme, in toaw III?









JAMiAM -> RE: Airstrikes. (By the AI) (5/17/2007 7:39:59 PM)

Air Interdiction is a bit hyperactive. Before TOAW III made AA fire work, it was mostly an annoyance to the active player, but as you note, it does have a corresponding effect on the side that has its air units shot up during the enemy's turn.

We've been making some tweaks to Elmer's handling of air assets, and are looking at some changes to how interdiction works in the future of the series.




FaneFlugt -> RE: Airstrikes. (By the AI) (5/17/2007 8:10:05 PM)

Thx for the reply. Looking forward to the tweaking.[sm=00000436.gif]




Telumar -> RE: Airstrikes. (By the AI) (5/17/2007 8:31:06 PM)


quote:

ORIGINAL: JAMiAM

We've been making some tweaks to Elmer's handling of air assets, and are looking at some changes to how interdiction works in the future of the series.


The future of the series..if you could go more into detail about that...[:'(]




cantona -> RE: Airstrikes. (By the AI) (5/18/2007 12:08:11 AM)

What he said




Jeff Norton -> RE: Airstrikes. (By the AI) (5/18/2007 2:40:29 AM)

ditto....




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