McGuba wrote:Now I am a bit puzzled.

So do you want to change the recons in the official scenarios, or you want to change the official scenarios themselves, so that recons could be used as intended?
First of all, I didn't start this thread, so I can live without any changes whatsoever (which is also the most likely outcome).
That said, if anything was changed, I think it'd have to be a fairly small tweak to the stats of the recon units themselves, it's too late in the game's development cycle to do anything beyond that.
And that I still wouldn't use recon is merely personal preference - I also don't use strategic bombers (though I have a couple in the core for select missions, especially when encountering ships) even though many people praise them to the high heavens.
McGuba wrote:I do not think that the AI is very brain dead, by the way. It is truly basic on its own, but if well scripted it can perform much better.
McGuba wrote:However, AI units can be told to move to a certain part of the map and they can be told to go on the offensive when they reach it or when certain conditions are met. Or to move to another part of the map. Or whatever. It can lead to some nice AI maneuvers, I can tell.
It was definately a massive improvement when the ability to script such things was added, but the AI wasn't improved one bit. It IS braindead. What you describe here with making clever scripts and switching between them in smart ways is not the intelligence of the computer enemy at play, it's the intelligence of the scenario designer.
With enough effort, the AI can be propped up to
appear smart, but in reality this requires a human puppet player pulling it's strings.
McGuba wrote:If interested, you can test it in the BE mod.
Sorry McGuba, but I can't get myself to play those scenarios on gigantic maps. Not only do I feel their scope is just not the correct one for the PzC engine, they also lead to so outrageously long AI turns...
I'm sure you did a great job, though.
McGuba wrote:It could be easily cured by making the BT-7 unavailable after 1941/42. But then it would probably purchase T-60s instead.
Of course - I was merely trying to illustrate that the AI will buy stuff other than INF, but it will usually make retarded choices. As you say yourself, the logic that determines what it goes for is fundamentally flawed - in the early stages of the vanilla campaign, this leads to massive frustration due to all the filler units that at this point still are a force to be reckoned with, when the player has only fairly inexperienced units with relatively low power.
In the late game, it merely leads to "free XP" - low quality units the player can brush aside.
The only exception that comes to mind are the very last scenarios in the eastern branch, where the prestige grants given to the AI sometimes are so huge, it'll buy an IS-3 or something.
But even though that's a force to be reckoned with, it doesn't really make much of a difference in scenarios where a hundred russian tanks need to be dealt with...
McGuba wrote:I do not allow the AI to buy anything by setting the max number of AI units to zero in the editor.
Heh, that's sure an approach, but essentially, this means you're just disabling the buying AI alltogether. Sadly, I guess it's the best approach. In fact, I wonder why the official scenario designers didn't come to the same conclusion. Other than those early cases I described, where it just serves to annoy the player, what good do the AI's purchases ever do?
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rezaf