Big Ivan -> RE: Any to way to see what's in a transport? (8/12/2014 8:07:59 AM)
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Hi Berto, hope this day finds you well. The new HAL(A/I) seems to be better than the old one especially with the new settings on aggressiveness, shifting, cautious and audacious. With an Ex-FOW change not to be able to see if a transport was loaded or not would be a cool change for the good I think. However, since were on the subject rather indirectly of the A/I, let me point out a continuous/recurring problem with the A/I and its use of artillery. I'm not sure of what I'm going too say has been put out there somewhere else but I'll put it out there... I just finished playing the EF scenario Retreat to Radomsyl as the Russians against the German (A/I), result Major Russian Victory. I set the A/I on Shifting and aggressiveness on around 70%. I noticed throughout the game that the A/I is way bad in artillery FFE placement and I mean horrible. Even when I had troops sit in a hex for 2-3 turns straight, they never got targeted. It seemed as though the A/I was blind and didn't see my units in this case and others or it was too busy placing FFE missions in hexes where it thought I was going to move and in most cases the A/I was way off anyway. Also recurring time and again was the A/I's nasty habit of piling on artillery in one hex, usually open ground with nothing there. It's almost as if the A/I got stuck in a loop, got frustrated and/or belligerent and said to itself, I'll just drop almost every FFE mission in this one hex and be done with it! Another nasty habit that appeared in this game was the A/I using up all of its smoke rounds in the first 2 turns!? I see these errors as a fundamental problem with such lopsided victories against the A/I. The kill ratio of the human player is usually high versus the A/I because the A/I's artillery targeting capability is very poor for starters. IMO against a seasoned player straight up I feel the A/I will lose almost all of the time in scenarios and DCG games. I'm not a programmer and I have never looked at the code for this wonderful game but I can only report on what I see. Not sure if these kinds of A/I issues can ever be fixed but I figured I'd put it out there. Hope this helps. Thanks Ivan the Big
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