Proposal: "AI resolve rest of Turn" switch (Full Version)

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MikeGER -> Proposal: "AI resolve rest of Turn" switch (2/1/2011 12:54:11 PM)

Its my first post here so a little introduction:
...some may know me from The Wargamer, [sm=00000436.gif]
i am a long time lurker at Matrix forums as a satisfied customer of all titles from the CloseCombat series, Panzer Command and Panther Games.... now ventured into WitE on release-day and like it[:)]

- - - Proposal: "AI resolve rest of Turn" switch - - -

well, maybe there are more gamers out there like me, who would like the idea to see a great campaign unfold but only want to concentrate on hotspots -and switch between them- or following a part of their forces -let say one famous Army or Army group- throughout the campaign, embedded in the ever changing combat environment of the great picture of an ongoing campaign for the whole war.

the AI for both sides is already in the game, and AI vs AI is already possible too, so there are two solutions...

1) the easier? to implement:
you play the air component and use only those ground units you want to focus on,
then you switch 'AI Resolve = on' , and end the turn.
Now the game engine treats the situation as loading 'a saved game with AI=on', and just does its usual things, with the remaining resources of the human player on the battlefield

(downside: you cant spare movement point of 'your' units because when the AI takes over it may decide to move 'your' units too, or attack while you had other plans for later)
so...

2) the more comfortable but harder? to implement:
there is a switch for every HQ unit, from Army to above (excluding High Command) which could be set to AI=on. All units under its command are automatically set to AI=on too. When you end the turn, the game engine treats the situation as loading 'a saved game with AI=on', and just does its usual thing, but this time leaves the units with AI=off alone (the ones you want to focus on, even so you didn't spend their points to the max.)
'AI=off' may be identical to 'frozen' from the game engines point of view? so just letting the user set 'his' units to 'frozen' and give control to the AI could be a workaround to implement this idea?

what do you guys think about that.




Redmarkus5 -> RE: Proposal: "AI resolve rest of Turn" switch (2/1/2011 1:06:16 PM)

Option 2 actually sounds more logical to me - it avoids my AI generals suddenly taking control of my sub-units.

You would need to be able to give each of the AI commands objectives and SOP or 'posture' orders, so that you don't defend with your troops and have them rush off into the attack with theirs - unless that's what you told them to do.

WiTE version 3 maybe?




karonagames -> RE: Proposal: "AI resolve rest of Turn" switch (2/1/2011 1:08:25 PM)

Unfortunately the AI is just not disciplined enough to not touch the things players don't want her to touch.

She is very bad at maintaining C&C - although she is no longer attaching units near Odessa to HQs in Finland, she will move units a long way from their original HQs, and if you don't have the APs they will be out of C&C range.

She also makes very poor decisions with some attacks, so I wouldn't trust her with that.

Personally, I can't see Gary being able to make the changes that would make the AI trustworthy enough to do what you what.

I definitely hope he can develop the individual AI for HQs idea, as I think it will really help with projects like War in the West and War in Europe.




notenome -> RE: Proposal: "AI resolve rest of Turn" switch (2/1/2011 1:14:18 PM)

I've seen the War in the West idea be tossed around a couple times, but I don't get it. How can this really be implemented with the 4 year lul from 40 to 44?




Redmarkus5 -> RE: Proposal: "AI resolve rest of Turn" switch (2/1/2011 1:17:48 PM)

Three different campaigns - 39-40 and 43(!)-45, plus a North African one is one option, but don't forget that combat operations were ongoing throughout the theatre at all times.

If naval warfare, the Battle of the Atlantic, the Battle of Britain and the allied bombing campaign are well modelled, then along with North Africa you have all of that to fill the gap between Dunkirk in 40 and Sicily in 43.




Redmarkus5 -> RE: Proposal: "AI resolve rest of Turn" switch (2/1/2011 1:19:34 PM)

And if its played out on a map that extends to the Urals, with the Russian campaign running in parallel, well...




Redmarkus5 -> RE: Proposal: "AI resolve rest of Turn" switch (2/1/2011 1:21:18 PM)

Oh, and there's also Yugoslavia, Greece and Crete in 41, so the only 'gap' is 1942. Wait, wasn't El Alamein fought in '42? ;)




gradenko2k -> RE: Proposal: "AI resolve rest of Turn" switch (2/1/2011 1:51:42 PM)

As BigA said, the only way this is going to work is if you also put in a 'do not touch' switch for units that you don't want the AI to move.

You can actually simulate this feature a little by going into the Game Options in the middle of your turn, switching the AI to on for your particular side, then ending the turn. The AI will take over whatever it can take over.

Of course, it didn't really work out so well for me, since doing this in a Road to Leningrad scenario made the AI pull all units capable of moving back into the Leningrad area. So much for my forward defense of Riga plan




Redmarkus5 -> RE: Proposal: "AI resolve rest of Turn" switch (2/1/2011 4:20:19 PM)

"You would need to be able to give each of the AI commands objectives and SOP or 'posture' orders, so that you don't defend with your troops and have them rush off into the attack with theirs - unless that's what you told them to do"




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