AI and low-strength units

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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Erik2
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AI and low-strength units

Post by Erik2 »

The AI often move forward 1-strength, low-efficiency units to their certain deaths.
Here are three unfortunate ones ordered to enlist as cannon fodder in Java.
I think it is better if the AI generally withdraw (and repair of course) 1-3 strength units.
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zakblood
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Re: AI and low-strength units

Post by zakblood »

while it wasn't in there nature to withdraw or repair while a attack was on, death and victory was the only course of action open to most in the Japanese army, so what seems foolish and strange to us for the AI is perfectly correct for the time period in question imo :wink:

but as you mean the Dutch, then you are correct it should have them pulled back as they weren't death or glory boys at all, while good soldiers there weren't fanatics like the Japanese
Myrddraal
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Re: AI and low-strength units

Post by Myrddraal »

It's worth remembering that in most scenarios the AI doesn't have enough resources to repair as frequently as a player might. This was a scenario design decision - we felt that games where the AI kept repairing were less fun, as it was much harder to wipe out units and make progress.

In those cases, the AI may consider moving forward a 1 strength unit to be a better option than letting you hit the 8 strength AA gun.

However, the AI's logic is probably different to a human player, who would hunker down rather than move, even if both options lead to the same outcome (death). This is something that's been mentioned a few times by players, and something I would like to improve (after all, it should feel like you're against a human opponent).
Erik2
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Re: AI and low-strength units

Post by Erik2 »

Since the AI can't build/spawn units I would actually give it more resources to be able to repair.
At higher difficulty levels it gets over-strength units, so first we take away the ability to repair and then we add extra strength.
I would prefer the AI to act more like a human (less artificial :D ), withdraw & repair and then move forward again. Makes for a more dynamic game.

Players finding the scenario difficult can always try an easier level.
zakblood
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Re: AI and low-strength units

Post by zakblood »

Players finding the scenario difficult can always try an easier level.
or cheat like i do :roll: :wink:
rezaf
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Re: AI and low-strength units

Post by rezaf »

Erik wrote:Since the AI can't build/spawn units I would actually give it more resources to be able to repair.
(...)
I would prefer the AI to act more like a human (less artificial :D ), withdraw & repair and then move forward again. Makes for a more dynamic game.
I'm happy with Artistocrats decision. Go play the Soviet DLCs in Panzer Corps to witness how annoying it can be if a numerically superior enemy also constantly gets to repair his stuff.
At least the AI can't buy units in OOB, so the most prominent issue in PzC could not reappear, but still...

However, I think a nice way to implement this would be to make it an optional feature disabled on default. So if you wanted more challenge, you'd go to game options and check the "Unlimited repairs for the AI" box.
_____
rezaf
adherbal
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Re: AI and low-strength units

Post by adherbal »

Our reasoning is that the AI's reinforcements come from the superior amount of units it has spread across the map. Rather than "repairing" a limited set of units it generally has them positioned in a deep defense. If - on top of that - it has resources for repairs the same way the player has that would just make it an endless grind.

If you want an equally balanced opponent, play multiplayer - or wait for the skirmish mode we're working on ;-)
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