jimcarravall
Posts: 642
Joined: 1/4/2006 Status: offline
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quote:
ORIGINAL: Mahatma My games take too long on speed one, about 10 real time minutes per 60 minutes of game time. So that's 4 hours per day. The whole BFTB campaign would take me a very long time. I've tried alternating between speed 1 and 2 but it's about 5 times quicker and I start panicking when the SHTF and going to speed 1. What can I do? Part of the reason is that I don't fully trust the AI to do what I want without micromanaging orders, which takes a long time. However I've grown to like the AI as my units appear to fan out into spearhead formation when being bombarded and other neat actions. When ordering an assault without a reorg point the AI does an impressive job of selecting a reorg location out of site from the enemy. What else is the AI doing well? My horror at column formation is well founded and fixing assaults gone wrong is another time when I have to micromanage. Artillery can be set to AI controlled all the time. So speed two could be done with the following I would think: Few company orders. How much worse would this be? Defending locations would need manual control but assaults and such can be AI controlled. AI artillery. Giving move orders to Battalions with 'attack' checked to allow the AI to engage the enemy. Again the AI usually does a good job here. Critical is the use of specific orders regarding the aggro level, losses, ROF and such which takes quite a bit of skills. One more question, how is it best to use probe orders? It's one order I don't use a lot. I have two suggestions. 1) Look into how human commanders at the Division, Corps, and Army level handled their command responsibilities. One rule of thumb I ran across in reading Patton's wartime diaries was that he seldom commanded at lower than two echelons below his level of command. As an Army commander, he'd only issue specific orders down to units reporting to a Corps commander; as a Corps commander only issue orders down to units reporting to a Division commander; and as Division commander only order down to units reporting at a Brigade level. One reason he did this was because he wanted to build up the quality of his lower echelon commanders by allowing them to operate on their own initiative (something that only occurs in the game occur in the form of the AI "learning" more about the formations it faces rather than accumulating a new bag of tactical tricks as Patton intended). The second reason was that if he fussed at too low a level in the command structure, he lost sight of the operational goals assigned his command -- something that is very appropriate for BftB since one can tinker at the lowest levels to make a battalion attack work, but while the game is running you aren't necessarily seeing the breakdown of a brigade effort at the other end of the map. 2) Set your orders for your whole command by scrolling through subordinate units you want to control, and when you've set them, let the game run at top speed as you zoom out on the map and monitor progress across the whole battle space, and stopping the game to adjust orders when you notice breakdowns in the master plan. I facilitate this by defining "save file as" file names which identify the scenario, the time of the save (day 1, 0600 for example), and a designation appended to the save time (I use alpha characters) that identifies the iteration of orders I've issued. My "saves" folder contains basic scenarios has a simple day and time designation (used to standardize the set up if I choose to initiate the same game again after completion of the first run through, and a file with the same day and time designation plus an "a," or "b," or "c," (depending on which branch of orders are assigned to the game) appended to the end. In that manner I know which games are ready to be set up from the start, which have a set of standard orders to start, and, based on saving at later times and designating those, which are in process and ready to be run further. A game with the same name and time designator, but one with an "a" appended to the end of the time, and another with a "b" appended reminds me that I "branched" friendly orders at that point in the game, and there are two different paths toward victory being pursued. Using the process, I can explore all kinds of nuances to orders, and learn more about the game mechanics than simply running from start to finish without the benefit of a "look back" at how I got to the point where I had to address issues with the battle. You'll find as you play there isn't any one secret to success in defeating the AI. It's an accumulation of good command habits obtained from observation of results that leads to improvement as a commander, and thus more success than failure on the digitally-recreated battlefield. Hope this helps.
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Take care, jim
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