Adam Parker -> RE: A Poor Design Decision - No Saves? (11/27/2011 4:48:23 AM)
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ORIGINAL: rosseau Hey Adam. The save game should be in Application Data/Unity of Command (on XP). I assume you can copy and archive it, which isn't too much of a hassle. I've read posts where the AI is super-aggressive about cutting supply lines. So I hope you are wrong about it just being able to hold a defensive line. Best, Mike Hi Mike. I've been scouring the folders for days now and couldn't find the file people have been speaking of. I've got no "Application Data" folder but I do have a "Data" one. In it are the game's graphics and sounds, music and icons, etc., but no saves. Interestingly, they have Desert backgrounds in there - are they going North Africa after this? As for the AI, it is very much like Decisive Battles. Leave a hole initally and the AI will pour through it. I mean like a tap! Leave a weakness and the AI will break it open - this AI definitely does want to cut the player's supply aggressively. As there's a tight time frame to each scen, its goal is to slow you down by getting in between your forces. It swarms objective hexes and digs in - but at the same time it sends units out to create secondary and tertiary lines of defense. Kudos there. Unlike DB front lines will begin to thin out however - as you can't break divisions into regiments - and the enemy then will choose where to hit, whilst pulling back elsewhere. The AI seems to be aware that it too can be cut off. It seems to sacrifice units in this way without a care - it's as if it knows the clock is ticking and if it ties the player up with diversions long enough, so much the better for its chances. Very Stalin! In this it is aided by a very claustrophic map/unit scale and attacker/defender ratio. Every battle seems to start at 1:1 odds in terms of total force pool. Is this realsitic though? Basically, this game is about making a breakthrough and exploiting it by attacking with strong units and moving weaker units out of the way. Supply really hits home as lines of communication grow, so it is also a game of rotating units in and out of the attack to refit and re-commit. There just seem to be so many weak units to command, that avoiding breakthoughs by the AI, is frustratingly impossible. For this reason, I feel that the game's victory conditions are somewhat harsh. Hat's off to anyone who gains consistent Decisive Victories and above, every time they play. Just a shame you can't save mutliple times within a campaign - or more than one at a time.
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