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RE: Humbled, Humbled

 
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RE: Humbled, Humbled - 6/20/2008 12:04:12 AM   
Berkut

 

Posts: 757
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Does the AI cheat at all?

(in reply to morganbj)
Post #: 31
RE: Humbled, Humbled - 6/20/2008 12:57:03 AM   
JanSorensen

 

Posts: 3684
Joined: 5/2/2005
From: Aalborg, Denmark
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quote:

ORIGINAL: Berkut

Does the AI cheat at all?


Yes, it does.
- It ignores fog of war (its foggy enough on its own)
- It activates alot more leaders than a human player is able to (but uses them less wisely)
- On normal mode it is able to transport twice as many units on raid/sea as a human player may (but does so less wisely)
- On challenging / Hard it gets combat/training/initiative bonuses.

So, using normal mode it does cheat but not by much - and it cheating is not the reason its beating those new to the game - its simply a pretty good AI.

(in reply to Berkut)
Post #: 32
RE: Humbled, Humbled - 6/20/2008 4:03:29 AM   
jjarred

 

Posts: 59
Joined: 7/19/2004
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With so many AI's in other games I have played, after one figures out the AI patterns; It is very easy to beat it...which is inevitable in the end for most of us if you play a game long enough...but as I read the strategies being offered by the Game developers and Game testers, with this AI; I am getting the impression, "What would works for one person may not happen for another." That the veriables and such in the game will make the final results potentially different.  I am amazed how well I get snookered by the AI.

Didn't think my initial post would draw so many good comments and ideas for strategy...thank you all, helps me with the game alot.  I haven't won the normal yet, but there is always hope.

Take care.   : < ) 

(in reply to JanSorensen)
Post #: 33
RE: Humbled, Humbled - 6/20/2008 9:48:59 PM   
tran505

 

Posts: 133
Joined: 11/11/2007
Status: offline

My second playthough is going much better. Lessons learned include:

* Scout early and scout often. Attacking blind is a very bad thing.
* Artillery matters -- make about 1/3 of your force artillery. Nothing wrong bringing some gunboats, either.
* Cavalry is an extremely useful tool to capture unoccupied areas -- even when they do NOT have initiative. I captured most of Kentucky with cavalry in 1861. Move the cav in, and immediatly, you can use roads and railways to bring in inactive infantry and leaders. I think the "first turn" video actually demonstrates this in West Virginia.

P

(in reply to morganbj)
Post #: 34
RE: Humbled, Humbled - 6/20/2008 9:59:58 PM   
GBS

 

Posts: 903
Joined: 7/3/2002
From: Southeastern USA
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I havn't noticed the effect of Partisons on the union as they take southern territory, especially Kentnucky and Tennessee.. I am playing as the bCSA.

(in reply to tran505)
Post #: 35
RE: Humbled, Humbled - 6/24/2008 4:17:28 AM   
Treefrog


Posts: 702
Joined: 4/7/2004
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The game is sufficiently complicated that even if you are both brilliant and intuitive, the little friction factors in the rules will get to you.  Not much a problem at lower challenge levels but practically fatal at more challenging levels.

I endorse Erik's suggestion of trying Federal Cavalry, but would upgrade operations from deep raids to deep incursions.  Federal cavalry leaders will move into an area even without initiative, as will artillery leaders.  This combination is great for spoiling attacks where there is a small CSA force in a rail region that reinforcements for a big regional battle must pass through to reinforce.  By attacking such a railhead the CSA has a choice of committing infantry to kill your artillery (which you can produce tons of) or perhaps the cavalry, which you just raise some more of.  The alternative is that he just lets you attack that area, which perhaps you conquer, in which case the next Federal turn you can bring in infantry during strategic movement.  Sweet.

_____________________________

"L'audace, l'audace, toujours l'audace."

(in reply to morganbj)
Post #: 36
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