xe5 -> RE: AI vs AI grand campaign (6/23/2011 9:48:56 PM)
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The AI has marginally improved since the LSA release version, and considerably improved since ~CC5. The above campaign uses .51b/.51 with no major compatibility issues so far. Some areas where the attack AI and solo play balance could be improved: 1) add an 'Expert' difficulty option which would limit the player to the default deployment and not show the clock numerals, enemy force morale (FM) indicator, enemy locations on the overview & minimaps, or any enemy unit info (team type names, team status etc). 2) default deployment should endeavor to place AI units in cover and concealment. 3) the approach path taken by attacking units should better maintain cover & concealment 3) Exit VLs to maps not currently controlled by the AI should be higher priority objectives. 4) Allow the AI to 'interpret' the player's FM indicator to better gauge enemy strength and lack thereof. eg. when the loss of a single infantry unit causes a large FM drop, I know that force is weak and susceptible to a strong attack 5) Allow the AI to interpret its both FM indicators and call off attacks when it becomes outnumbered. In particular, the AI should do a better job "saving the last man" in units that have taken casualties. Loss of the last man in a unit has a disproportionately negative FM effect. All too often the AI will seemingly sacrifice the 'last man' needlessly when it should be doing the exact opposite.
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