Switching sides and AI behavior.

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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Walloc
Posts: 3143
Joined: Mon Oct 30, 2006 1:04 am
Location: Denmark

Switching sides and AI behavior.

Post by Walloc »

Hi Frank,


First off a question. Within the game i found a way to switch sides. Since it isnt readily avaible is this a feature or a bug?
I purposely dont type how to. I was looking for this feature so i dont mind it. I just wanted to know if it was intended and wondered if it could be abuse for pbem. I havent tried pbem so thats just a unsubstanciated thot.

Using this, i've look at the AI and mainly its buys. I've found that for some nations the AI doesnt make the most "sensible" buys.

For example Austria-Hungary buys litteraly 100s of naval points and seems to buy very little to support its land armies.
While the AH navy can indeed harrash and annoy the ET navies in East med and thats a good strategy IMO spending that much at the expence of the land capabilties seems to me to be a bad overall choice, especially while its getting overrunned.

In my last CP games i just looked at UK at the end of '16 and it has 76 transports. While u certain can use a bit more than what u start with 76 just seems such a waste of resources.
Again this happens at the expence of the land army which gets almost no replacements. That aint helping France much.

Last AI seems to put very very little into research. I've in all my games only a few times seen it go to 2 in trench and a single point used in air, and ASW here and there with out enough to make next level.


Kind regards, and thx for a fun game

Rasmus
FrankHunter
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Joined: Fri Mar 26, 2004 6:07 am

RE: Switching sides and AI behavior.

Post by FrankHunter »

Hi Rasmus, if you're able to switch sides somehow it must be a bug.  Not one I knew existed either.


If you're willing to divulge how you did it let me know in email.

fhunter@telus.net


And yes, the AI is capable of making bad decisions.


Walloc
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Joined: Mon Oct 30, 2006 1:04 am
Location: Denmark

RE: Switching sides and AI behavior.

Post by Walloc »

Mail send with a how-to.

Kind regards,

Rasmus
boogada
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Location: Germany

RE: Switching sides and AI behavior.

Post by boogada »

I also found a way to at least look at the enemy side. Reported here:

tm.asp?m=1553853
FrankHunter
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RE: Switching sides and AI behavior.

Post by FrankHunter »

Thanks guys, I fixed it for 1.2

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Rob Brennan UK
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Location: London UK

RE: Switching sides and AI behavior.

Post by Rob Brennan UK »

ORIGINAL: FrankHunter

Thanks guys, I fixed it for 1.2


what has frank ? the switch ? or the 74 transports ? personally I'm a LOT more worried by British transport over construction than a wee swop sides bug. ( on recollection i think ive encountered " hitting transport 74" but never thought much about it even while cleaning the skies of allied planes.
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)
FrankHunter
Posts: 2111
Joined: Fri Mar 26, 2004 6:07 am

RE: Switching sides and AI behavior.

Post by FrankHunter »

I was more concerned with the swap sides bug.  I'm not sure why the British AI would think it needs 74 transports.  I did rewrite part of the "build AI" for 1.2 and hopefully it will avoid those kinds of glitches.  
Panama Red
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RE: Switching sides and AI behavior.

Post by Panama Red »

Actually being able to switch sides is a good thing. This way you could correct/guide the opposing AI onto a path that may make it more historical or more challanging against you side. As for cheating, you will always have people who cheat, whether it is against athe AI or live opponents.
Walloc
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Location: Denmark

RE: Switching sides and AI behavior.

Post by Walloc »

i will vote for a "legal" way to switch sides too. Seems only way that the many more ppl playing the game, than the testers, can help identify some things like the AI builds 76 transports issues or AH decides to take over the british national anthem and the "rule the waves" build program. While i can understand that giving pre game AI different strategies, going naval, going army or what ever can help make more lasting game playing the AI. So the AI still keep some senses and keep support the army in countries where its a necessity like AH.

So in my book it has merit for a legal switch sides feature, that cant be abused in pbem games naturally.

Kind regards,

Rasmus
SMK-at-work
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RE: Switching sides and AI behavior.

Post by SMK-at-work »

You can tell how many units the AI is building of each type because it numbers them sequentially, and aerial recce and naval combat reports will tell you those numbers - eg in a current game my U-boats are hitting UK transports around #25 - so the AI has built that many.  It seems it needs them tho, 'cos I damage several each turn!

The testers have no way of looking at both sides either - only Frank has that.
Meum est propisitum in taberna mori
James Ward
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Location: Baltimore, Maryland, USA

RE: Switching sides and AI behavior.

Post by James Ward »

I think you can now but that is what is being fixed. In 1.1 if you start a game as the CP then load a game where you are the TE you can see the CP set up and if it is a strategic turn you can see their production.
Walloc
Posts: 3143
Joined: Mon Oct 30, 2006 1:04 am
Location: Denmark

RE: Switching sides and AI behavior.

Post by Walloc »

ORIGINAL: SMK-at-work

You can tell how many units the AI is building of each type because it numbers them sequentially, and aerial recce and naval combat reports will tell you those numbers - eg in a current game my U-boats are hitting UK transports around #25 - so the AI has built that many.  It seems it needs them tho, 'cos I damage several each turn

The testers have no way of looking at both sides either - only Frank has that.

Well that might be right but it will never give a full picture. Luck depence on what number u would hit. There might be 76 transports but roll of the dice means u hit number 25 and lower. ofc statisticly this should even out over time but chance of always hitting high numbered are low too, so in fact u will never get the full picture.
From a pure gaming POV thats fine.

From my times as tester i can only say that IMO the more info i has as a tester the more helpfull I can be in comming with suggestions to correct AI behavior and to optimize the AI as much as possible. Including the ability especially for testers to see both side IMO makes them more valueble in the above.

Just my 0.02€,

Rasmus
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