Movement FoW and AI performance.

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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amatteucci
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Movement FoW and AI performance.

Post by amatteucci »

After running a few tests in the AI vs Ai mode and Human vs AI mode, I got the definite impression that German AI without MFoW is more aggressive and apt at creating pockets and that Soviet AI with MFoW is less prone to flee and more likely to stand and resist.

Someone could (rightly!) say that this goes withouth saying and that it wasn't necessary to run some tests to guess this behaviour. Nonetheless I'm stating the "obvious" because I think that these settings are different from the "beefing up" of AI's morale or logistics etc. In other words, when I play against the German AI I don't want (at least for now, I'm still trying to "learn" the game) to be pitted against Aryan supermens with unbelievable morale or against an ahistorical German supply system that could have dwarfed the US one. But, if I negate MFoW restrictions to the German AI, I don't think I am giving up historical verosimilitude but I think I'm giving the AI a tool to better simulate the tactical prowess of the Officers of the Panzerwaffe.

So I'd reccomend the above mentioned settings when playing against the AI (especially in 1941), perhaps the majority of you already does this, but I mentioned it anyway because it enhanced my gaming experience (perhaps too much, I decided to restart my GC because, after switching of the AI MFoW, my victorious mechanized forces in the southern front were pocketed in two turns! [:(])
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Helpless
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RE: Movement FoW and AI performance.

Post by Helpless »

Either FOW has no effect on AI code. Movement FOW is nothing more than more strict shading and unit movement when map is clicked. Ai doesn't use at all.
Pavel Zagzin
WITE/WITW/WITE-2 Development
amatteucci
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Location: ITALY

RE: Movement FoW and AI performance.

Post by amatteucci »

Yet, just after changing the FoW, the southern divisions that were slowly munched by Rokossovskiy's tanks, pocketed me with two large scale encirclements.

I'm starting to wonder whether this has anything to do with the fact that I changed the setting after applying one of the recent beta patches... perhaps I attributed the effects of code changes to the switched settings.
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Helpless
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RE: Movement FoW and AI performance.

Post by Helpless »

It sounds as Ai code change in the latest betas.
Pavel Zagzin
WITE/WITW/WITE-2 Development
Santayana_slith
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RE: Movement FoW and AI performance.

Post by Santayana_slith »

ORIGINAL: Helpless

Either FOW has no effect on AI code. Movement FOW is nothing more than more strict shading and unit movement when map is clicked. Ai doesn't use at all.


Like Amatteucci I prefer to improve the AI awareness rather than give it an ahistorical strength but, just out of curiosity, does this mean that the AI always knows the situation and composition of opposing forces, as if it were playing a WitE boardgame version?

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