Smaller point you can also see in picture below:makes any sense to have baggage trains attacking as regular units?
Thoughts/feedbaks from anybody are really welcome.

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While i agree the AI is no genius, can you please direct me to any turn based, igougo, hex wargame, that is in a timeframe where individual units need to be used in conjunction with their relative proximity to other units for best effect, that has a superior AI? ie any game set between ancients and Us Civil wararsan wrote:The AI is in need of A LOT of work.
Its one of the weakest Ai i've ever found...and one has a lot of weak Ai's around to choose from
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When RoR was initially delayed Slitherine/Hexwar promised it will have an improved AI when it was finally released.
But it seems the promise was forgotten... SoA don't seem to add any AI improvements either
TheGrayMouser wrote:While i agree the AI is no genius, can you please direct me to any turn based, igougo, hex wargame, that is in a timeframe where individual units need to be used in conjunction with their relative proximity to other units for best effect, that has a superior AI? ie any game set between ancients and Us Civil wararsan wrote:The AI is in need of A LOT of work.
Its one of the weakest Ai i've ever found...and one has a lot of weak Ai's around to choose from
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When RoR was initially delayed Slitherine/Hexwar promised it will have an improved AI when it was finally released.
But it seems the promise was forgotten... SoA don't seem to add any AI improvements either
If you cannot, then i think your statement is a little harsh...
Yes, indeed they only had some canned scenarios and campaigns. Not as much replayability as FoG, but speakings about AI, they were much better and single player was challenging (in fact, it was too much challenging in some scenarios on which you was outnumbered of had some thigh objectives to fulfill).TheGrayMouser wrote:Hey Arsan, cant comment on the Tin Soldiers game as I never picked them up (specifically because they included no scenario editor at all in their games)
Yes, i know. Part of the challenge was in the scenarios setup. But the AI was not a pushover at all.TheGrayMouser wrote:One thing i might suggest is not to assume an AI is good just because the game is challenging... The AI having overwhelming #'s, hard to reach victory hexes etc all can make a game hard without the AI being any good at all. Even the GMT pc versions of Alexender Hannibal etc were challenging, but the AI was horrible.. Some of those scenarios were like 4 turns long and both battle lines literally were 2 hexes away from eachother at the start! FOG has none of the above mechanics in order to make a scenario harder, just the AI by its lonesome.. I think it does rather well considering....
I too wish the AI in dag battles didnt cluster into 3 brigades and bought a better troop mix
No, i think there was no scripts, but on Caesar you had to minimize your losses (as forces were carried from battle to battle, adding some reinforcements) and take some objectives.deeter wrote:I never played the Tin Soldier games, but looked at them and believe the scenarios were scripted given their static nature. Scripted behavior can yield some challenging games, but scripted behavior is not the same as AI. And scripted behavior falls down in random battles such as DAG-generated games.
Deeter