AI Difficulty

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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stonestriker
Posts: 475
Joined: Sat Sep 29, 2012 7:04 am

AI Difficulty

Post by stonestriker »

I am just about to start a game on Hard difficulty, but I am not quite sure what exactly the different bonuses do:

Movement bonus 30%; Is this a percentage increase in AP for all enemy units, or does it mean that all hexes cost 30% less to enter/river crossing cost 30% less?

Combat bonus 50%; Is this a modifier along the line of the divisional bonus, or is it a 50% bonus applied to hit points, soft attack, hard attack, etc.

Transfer bonus 100%; I guess this one just doubles the rail capacity? Or does it affect the rail conversion as well?

And can these bonuses easily be changed in the editor? I briefly looked for it, but to no avail. It is particularly the movement bonus I want to alter.
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PKH
Posts: 242
Joined: Thu Nov 17, 2011 5:26 pm

RE: AI Difficulty

Post by PKH »

Related to this, the difference between the difficulties seem very large to me. How about a custom difficulty, where I can adjust each bonus myself in steps of 5 or 10% ?
stormbringer3
Posts: 1080
Joined: Thu Jul 26, 2007 2:58 pm
Location: Staunton, Va.

RE: AI Difficulty

Post by stormbringer3 »

I agree that there should be a step where the AI bonus is not as large when you want to step it up a notch.
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