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Valgua -> Best AI in a turn-based wargame (8/17/2011 11:58:35 AM)

What's the best AI in a turn-based wargame that you have ever had the pleasure to encounter?





sterckxe -> RE: Best AI in a turn-based wargame (8/17/2011 12:19:21 PM)

quote:

ORIGINAL: Valgua
What's the best AI in a turn-based wargame that you have ever had the pleasure to encounter?


In no particular order :

War Plan Pacific
Birth of America
Anything by SSG
TOAW 3

Also, I hear the AI in Hannibal : Rome and Carthage is brutal

Greetz,

Eddy Sterckx




Matto -> RE: Best AI in a turn-based wargame (8/17/2011 2:15:50 PM)

I like playing AGEOD games against AI ... 




Fred98 -> RE: Best AI in a turn-based wargame (8/17/2011 2:38:44 PM)

Combat Command Matrix Edition

The game is simple: as a result the AI is an excellent opponent.

-




Anguille -> RE: Best AI in a turn-based wargame (8/17/2011 8:34:33 PM)

Spartan/Got has a very decent AI as well




sabre1 -> RE: Best AI in a turn-based wargame (8/18/2011 12:50:40 AM)

Empire Deluxe




sabre1 -> RE: Best AI in a turn-based wargame (8/18/2011 12:51:27 AM)

Original SSG Reach for the Stars




Lieste -> RE: Best AI in a turn-based wargame (8/18/2011 12:55:44 AM)

Any reason to limit it to turn based, rather than to 'serious' wargame?




Valgua -> RE: Best AI in a turn-based wargame (8/18/2011 10:07:10 AM)


quote:

ORIGINAL: Lieste

Any reason to limit it to turn based, rather than to 'serious' wargame?



The reason is that when it comes to real time wargames the answer is, I think, obvious: Battles from the Bulge. [&o] I was curious to know if there are any turnbased wargames that can compete with that standard of AI.




PJJ -> RE: Best AI in a turn-based wargame (8/18/2011 11:13:46 AM)

Hannibal: Rome and Carthage in the Second Punic War.

No other turn-based AI I've seen in action comes even close to it. Definitely gives as good a challenge, if not better than the Panther Games AI.






Chilperic -> RE: Best AI in a turn-based wargame (8/18/2011 11:41:16 AM)

quote:

ORIGINAL: PJJ

Hannibal: Rome and Carthage in the Second Punic War.

No other turn-based AI I've seen in action comes even close to it. Definitely gives as good a challenge, if not better than the Panther Games AI.






+1

And Panther's AI when enlarging to non TBS wargames.




sterckxe -> RE: Best AI in a turn-based wargame (8/18/2011 11:56:28 AM)

quote:

ORIGINAL: Valgua
The reason is that when it comes to real time wargames the answer is, I think, obvious: Battles from the Bulge. [&o] I was curious to know if there are any turnbased wargames that can compete with that standard of AI.


Well, you can play Battles from the Bulge as a turn-based game : give orders, let run for 2 game-hours, don't pause for *anything*, give orders again etc. A 2-day scenario thus becomes a 24-turn game in which you have to reach your objectives. Makes for *very* intense games.

Greetz,

Eddy Sterckx




PJJ -> RE: Best AI in a turn-based wargame (8/18/2011 11:57:14 AM)

Chliperic, your Fatal Years mod for Revolution Under Siege also has a great AI. [:)]




Chilperic -> RE: Best AI in a turn-based wargame (8/18/2011 2:11:24 PM)

In Hannibal, my 3 serious tries until now, after reading manual, forum, etc. on normal level has ended by 3 defeats... Even Panther's one is less letal. A pity Hannibal isn't more considered.




Perturabo -> RE: Best AI in a turn-based wargame (8/18/2011 2:41:08 PM)

quote:

ORIGINAL: sterckxe

quote:

ORIGINAL: Valgua
The reason is that when it comes to real time wargames the answer is, I think, obvious: Battles from the Bulge. [&o] I was curious to know if there are any turnbased wargames that can compete with that standard of AI.


Well, you can play Battles from the Bulge as a turn-based game : give orders, let run for 2 game-hours, don't pause for *anything*, give orders again etc. A 2-day scenario thus becomes a 24-turn game in which you have to reach your objectives. Makes for *very* intense games.

It's not turn based. It's phase based (you get orders phase and execution phase). Turn-based is when players take turns in manipulating their units.




sterckxe -> RE: Best AI in a turn-based wargame (8/18/2011 3:17:27 PM)


quote:

ORIGINAL: Perturabo

quote:

ORIGINAL: sterckxe

quote:

ORIGINAL: Valgua
The reason is that when it comes to real time wargames the answer is, I think, obvious: Battles from the Bulge. [&o] I was curious to know if there are any turnbased wargames that can compete with that standard of AI.


Well, you can play Battles from the Bulge as a turn-based game : give orders, let run for 2 game-hours, don't pause for *anything*, give orders again etc. A 2-day scenario thus becomes a 24-turn game in which you have to reach your objectives. Makes for *very* intense games.

It's not turn based. It's phase based (you get orders phase and execution phase). Turn-based is when players take turns in manipulating their units.


Back when I was a beta-bunny for Panther Games I made some suggestion to have a turn-based MP. Players would agree on turn-length. Player A would enter his orders, send the savegame to Player B who would then let the game run for x hours, then enter his orders, send the game back etc.

Arjuna didn't think much of this idea, but as far as I can tell no-one is playing the realtime online game they put so much effort into. If BftB was turn-based this way I'd be playing it all the time.

Greetz,

Eddy Sterckx




Jim D Burns -> RE: Best AI in a turn-based wargame (8/18/2011 4:04:16 PM)


quote:

ORIGINAL: Valgua

What's the best AI in a turn-based wargame that you have ever had the pleasure to encounter?


Gary Grigsby's War in the East is the best AI created to date for a turned based wargame hands down. I’ve played every game mentioned above, and none of them holds a candle to the AI in War in the East. It is still just an AI and should be viewed as no better than a training tool for learning the game, but it has one thing going for it none of the others has.

It’s a reactive AI, it actually has the ability to identify a pocket that is about to be formed and will react to the threat and pull troops out of the threatened area to try and save them. I’ve never seen any AI with this ability before, as most/all of them are scripted and have no ability to react to player moves if they do something not planned for ahead of time in the AI’s scripted behavior.

Scripted AI’s can be good if the game follows a predictable path and the player does everything the designer planned for when he wrote the script. But step out of the script and you see ridiculous results such as the AI sitting on its assigned objective doing nothing while the player races around behind it using an unplanned for direction of advance.

Also once a player learns the script in a game, it’s super easy to beat it after that. A reactionary AI like the one in War in the East however has no script you can learn to beat, so every game is a new experience as you try out different strategies. The AI still has many weaknesses, but it is the best one I’ve seen in any game so far.

Jim




ilovestrategy -> RE: Best AI in a turn-based wargame (8/18/2011 8:06:31 PM)

Ascendancy has the best AI I have ever seen. I kid, I kid. Hey! Put down that rock! Ouch!
[sm=00000280.gif][sm=fighting0045.gif]




Valgua -> RE: Best AI in a turn-based wargame (8/19/2011 10:55:21 AM)


quote:

ORIGINAL: Jim D Burns


quote:

ORIGINAL: Valgua

What's the best AI in a turn-based wargame that you have ever had the pleasure to encounter?


Gary Grigsby's War in the East is the best AI created to date for a turned based wargame hands down. I’ve played every game mentioned above, and none of them holds a candle to the AI in War in the East. It is still just an AI and should be viewed as no better than a training tool for learning the game, but it has one thing going for it none of the others has.

It’s a reactive AI, it actually has the ability to identify a pocket that is about to be formed and will react to the threat and pull troops out of the threatened area to try and save them. I’ve never seen any AI with this ability before, as most/all of them are scripted and have no ability to react to player moves if they do something not planned for ahead of time in the AI’s scripted behavior.

Scripted AI’s can be good if the game follows a predictable path and the player does everything the designer planned for when he wrote the script. But step out of the script and you see ridiculous results such as the AI sitting on its assigned objective doing nothing while the player races around behind it using an unplanned for direction of advance.

Also once a player learns the script in a game, it’s super easy to beat it after that. A reactionary AI like the one in War in the East however has no script you can learn to beat, so every game is a new experience as you try out different strategies. The AI still has many weaknesses, but it is the best one I’ve seen in any game so far.

Jim




Nice! I am in fact interested in WitE, but my experience with WitP tells me that very long PBEM campaigns just do not work for me. Work and life always ruin the fun... :-) A decent AI is therefore a necessity.




aaatoysandmore -> RE: Best AI in a turn-based wargame (9/10/2017 10:47:54 PM)

Has anything changed in your opinion since 2011? [:)]




Zorch -> RE: Best AI in a turn-based wargame (9/10/2017 10:49:47 PM)

Chess.




Agathosdaimon -> RE: Best AI in a turn-based wargame (9/11/2017 11:16:30 AM)

I have been playing recently Achtung Spitfire from 1997 and i think its AI is outstanding and overall an extremely thrilling turn based air battle game - play it on the highest realism setting and it is intense, - the AI is good at getting into blind spots - such a goood game!




RFalvo69 -> RE: Best AI in a turn-based wargame (9/11/2017 9:23:30 PM)

I bought "Galactict Civilization II" at a firesale on Steam (with all the expansions) and the AI is amazing. Not only it is specifically tailored to each race, but in the options you can give them "extra time" to think - something I suggest to do. The day my closest allies backstabbed me both out of the blue andexactly at the right moment is still one of those "moments of wonder" in my gaming history.

I read an interview with the designer where he said that one "trick" he used was to never introduce in the game a feature that the AI couldn't handle well - which is the reason as why there are no "carrier" units in the game. He said that too many games are built without the AI in mind, and then it is "slapped on them" as the last thing - hoping that it can do something decent. How true! For example, I nave lost count of the games where the AI is unable to conduct a proper seaborne invasion.

My favourite x4 space game is still Distant Worlds, but the AI in GalCivII is without doubt the better I ever met in a strategy game.




MrsWargamer -> RE: Best AI in a turn-based wargame (9/11/2017 9:59:56 PM)

The today answer for this older thread would be Battle Academy.

Why?

Well, the game is challenging for the first few runs through of any battle. So considering the series quantity of battles, and if you play each battle 3 times, you can expect to have to actually work for your wins for the most part and you will be busy for a good long while hammering your way through the product.

The AI isn't brilliant, but the AI is also not going to be managing a massive sum of decisions either. So it can deliver what a war gamer ideally wants, a challenge.




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