Mrslobodan Feedback Thread

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Ason
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RE: Mrslobodan Feedback Thread

Post by Ason »

Yeah so if we say on average, each Army Group had 5 armies, each army had on average 3 korps, using your example to get 3 korps/army (32+11 = 43/15 = 2.8 = ~3).

In my scenario I have 15 inf armies(miscounted earlier) on the eastern front, and I'm only counting german units btw. (15x3 = 44 corps) and then add the 18 inf corps I got (45+18 = 63).

Then I have 3 Tank groups and 3 Mechanized groups (6x3 = 18 corps if we use same numbers for tank and mech groups, 63 + 18 = 81 total corps) then add support units.

Now I'm not at the start of barbarossa but it still seems too much.

But anyway my point is mainly that all the army units we can build should be reduced by for example 10, but amount of divisions we can build should be increased by for example 25 (just numbers to show an estimate of the ratio I mean).
So basically I think armies should be reduced and we should be able to build more divisions instead.
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sPzAbt653
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RE: Mrslobodan Feedback Thread

Post by sPzAbt653 »

I also only counted Germans, and looking at your math, WOW you have a lot of units !

I don't know what the German Army units represent, but I have to build them as it won't let me build any more korps. [:(]
we should be able to build more divisions instead.

Well, thinking out loud, that makes good sense, as historically the Germans realized that they needed more units after Barbarossa failed, so they started organizing 'defensive' divisions. First deployed to France to take over garrison duties, most were eventually moved to the East Front to fill gaps. So hypothetically/theoretically, in this game the Germans could hit a limit for korps, and then have to make divisions to fill the need as warranted.

I think I like Army size units for Minors and Russia, but not for the Germans.
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RE: Mrslobodan Feedback Thread

Post by Ason »

ORIGINAL: sPzAbt653

I also only counted Germans, and looking at your math, WOW you have a lot of units !

I don't know what the German Army units represent, but I have to build them as it won't let me build any more korps. [:(]
we should be able to build more divisions instead.

Well, thinking out loud, that makes good sense, as historically the Germans realized that they needed more units after Barbarossa failed, so they started organizing 'defensive' divisions. First deployed to France to take over garrison duties, most were eventually moved to the East Front to fill gaps. So hypothetically/theoretically, in this game the Germans could hit a limit for korps, and then have to make divisions to fill the need as warranted.

I think I like Army size units for Minors and Russia, but not for the Germans.

Not only because they created "defensive" divisions but also because the front in Russia gets too long to be able to have an entire army/corps on one single hex. basically I'm just saying by decreasing amount of armies we can build, you would break those removed armies down into divisional size instead and therefore make the germans a bit more flexible when it comes to covering the front.

In my opinion all countries should get to build divisions but also keep armies and corps, of course germany should be able to build more than minors.
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RE: Mrslobodan Feedback Thread

Post by Ason »

I'm not sure how it was in real life but shouldn't there be a railway leading out of Stalingrad to the east?

Also I'm missing a road along the coast on the black sea, between Novorossiysk and Poti. I'm pretty sure there were atleast a dirt road along the coast there.
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RE: Mrslobodan Feedback Thread

Post by Ason »

The AI has been a bit more aggressive since 1944/capture of stalingrad. It defended Estonia pretty well and managed to tie up a lot of my units in that sector.
I've also noticed a little offensive coming from Moscow but after I fell back a couple of hexes it went back to the defensive. I've noticed in alot of areas not much is happening until I actually move my units close to the enemies.
However I got a nice surprise when out of nowhere all these units appeared in a pretty big offensive to capture Stalingrad.
This pic also shows how empty the frontline is. It could have been filled with divisions on both sides if they were available.


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RE: Mrslobodan Feedback Thread

Post by Ostwindflak »

I like the defensive line you are building along the river line NE of Rostov. Nice to have a contingency plan incase the Russian AI gets bold. [:)]
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RE: Mrslobodan Feedback Thread

Post by Ason »

ORIGINAL: Ostwindflak

I like the defensive line you are building along the river line NE of Rostov. Nice to have a contingency plan incase the Russian AI gets bold. [:)]
hehe yeah, hopefully I won't have to use it [:D]
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RE: Mrslobodan Feedback Thread

Post by Ason »

I'm playing a multiplayer game with gwgardner and when I pressed to save the game after my turn there was a bug that made enemy units visible for me through the black "calculating supply screen", so I saw units not the map.

Also there is a missing piece of road east of suomossalmi in Finland.
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RE: Mrslobodan Feedback Thread

Post by Ason »

I finally beat the AI in august 1945![:D] They offered the peace which I could accept or decline, that option is really nice!

A video wouldn't hurt or just a screen that says you have won and perhaps some more stats about what victory locations you held, how many resource MPP's you controlled vs how many resource MPP's the opponent controlled etc...
It just feels like something is missing when you win the game. This is a video that played when you won in close combat 3:

https://www.youtube.com/watch?v=Hsm4iibbj_s

Something like that would be nice. I do like that you can still continue clicking on stuff and view the reports etc.

This screen is all I got, I guess some text is missing on it?


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Ason
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RE: Mrslobodan Feedback Thread

Post by Ason »

The eastern front was very empty when the game ended, could probably have a bit more units even if they lost all major cities in the west.
Also the allies tried to land in France 3 times. It would be nice if after a first or second failed invasion in France they would try other locations.

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RE: Mrslobodan Feedback Thread

Post by BillRunacre »

ORIGINAL: Mrslobodan

Also there is a missing piece of road east of suomossalmi in Finland.

The Military Atlas I used had the road end there, but I've just looked in another and it does have one, so I'll change that. There's no point in penalizing play if there is a source for it.

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RE: Mrslobodan Feedback Thread

Post by BillRunacre »

ORIGINAL: Mrslobodan

I finally beat the AI in august 1945![:D] They offered the peace which I could accept or decline, that option is really nice!

A video wouldn't hurt or just a screen that says you have won and perhaps some more stats about what victory locations you held, how many resource MPP's you controlled vs how many resource MPP's the opponent controlled etc...
It just feels like something is missing when you win the game. This is a video that played when you won in close combat 3:

https://www.youtube.com/watch?v=Hsm4iibbj_s

Something like that would be nice. I do like that you can still continue clicking on stuff and view the reports etc.

This screen is all I got, I guess some text is missing on it?

It is, it's the same as is missing in other locations. Hopefully soon to be fixed! [:)]
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RE: Mrslobodan Feedback Thread

Post by sPzAbt653 »

ORIGINAL: Bill Runacre
ORIGINAL: Mrslobodan

Also there is a missing piece of road east of suomossalmi in Finland.
The Military Atlas I used had the road end there, but I've just looked in another and it does have one, so I'll change that. There's no point in penalizing play if there is a source for it.
Hi Bill - It's been several years since I had some research in this area, but if I remember correctly, that one and some other roads actually weren't connected and they had to be built. I will try and track down the source and report back.
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RE: Mrslobodan Feedback Thread

Post by Ason »

Was going to deploy Prinz Eugen but could only deploy it in the Swedish city.
I pressed cancel and tried again, then it worked correctly.


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Ason
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RE: Mrslobodan Feedback Thread

Post by Ason »

I've started a new campaign on expert level and I have to say I'm very disappointed with the AI.. Especially after reading about how good it was supposed to be. There is a very slight difference between beginner and expert difficulty in terms of AI aggressiveness and perhaps intelligence, but there doesn't really seem to be any difference.

I was hoping to see and I would like to see an AI that is capable of retreating from pockets, making offensives to liberate pockets, forming a continuous frontline (might be hard with the few amount of units so maybe not really AI's fault) and most of all being able to make concentrated and aggressive offensives in certain sectors at a time. Right now the AI is basically just holding positions that are doomed and in places that they have a fighting chance (like south of Leningrad and Tallin) they mostly just stay defensive.. I hate to say it but I really hope something can be done about this.

I haven't tried to play with experience bonus for the AI, mainly because I don't really know what that means yet, but I'm guessing it just makes the units of the AI stronger, and that is not what I would like. I just thinks the AI needs to become more intelligent and aggressive. Especially in Russia I would like to see the AI attack even though the odds might be in small favor of the germans.
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RE: Mrslobodan Feedback Thread

Post by sPzAbt653 »

I was hoping to see and I would like to see an AI that is capable of retreating from pockets, making offensives to liberate pockets, ...

You can make pockets ? I haven't been able to as there isn't room to maneuver in the west, and there aren't enough units in the east.

I can't speak for the 'AI' but I can give my opinion that you are able to evaluate situations while the computer can only react to situations in a way that the code instructs it to. If the computer is aggressive you will have a far easier time of it because it will stick its neck out without any contingency for your reaction. There isn't much that the designers can do about it because it isn't an 'AI', its a program of reactions.

My opinion of the Programmed Opponent [PO] so far [up to January 1944 in my first game on the Beginner Level] is that it is very good [on the scale of PO's]. That said this is the first time that it has gotten mass exposure [to us included in the beta] and Hubert is interested in any suggestions for improvement [kudos and thank you Hubert !]. So if we see something stupid we can post it, and if we can iron out enough of the stupid things, we can have a more enjoyable game.
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RE: Mrslobodan Feedback Thread

Post by Ason »

Well yeah, that's one part of the problem,in theory there isn't enough units to make pockets but you can do them anyway because the AI isn't doing anything to counter them. 90% of the time there are alot of free hexes around the pocket that the AI could exploit, by either falling back or sending reinforcements, but most of the time it does nothing...

I'm aware the AI isn't "a thing" or person, it's just easier to call it AI than saying "programmed opponent" -.-... Yes it follows the code, but I'm just saying perhaps the code could be improved in some areas.. Defensively the AI is pretty good for example where it positions itself, behind rivers etc, but it should do more than that. Right now I think the AI in Time of Fury is better offensively.

I've played a whole campaign without seeing any real offensives or impressive things(one time the enemy opened a route to a pocket at Kiev). I'm now playing a second time but on expert level and it feels very much the same as beginner difficulty:/

I don't understand the last part of your reply, isn't that what I'm doing? Giving feedback?
I'm not saying this to be mean, I just seriously think the AI should be improved if possible. I'm just a bit dissapointed after reading in the blog post that the AI was supposed to be more challenging than ever etc..

Again, please don't get me wrong I think the game is amazing, I just think it deserves a slightly better AI (especially after it has been said it should be more challenging than ever, that kinda get peoples hopes up I guess).

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RE: Mrslobodan Feedback Thread

Post by sPzAbt653 »

I'm aware ...
My fault, I came off sounding like I was telling you something. It was Sunday morning hangover time here, and my mouth was running while the brain was sleeping.
impressive things

I just went thru Overlord in 1943 and the PO handled the landings and exploitation well, but the follow up wasn't as spirited [thank goodness for me]. Now I am able to work the beach head slowly and meticulously. The PO is trying, but I am a master ! [lol]

On my East Front I am, like everyone else, hard pressed for units. I am not making any pockets, instead I am trying to mess up the Soviet PO by constantly picking on single units and destroying them, 3-4 a turn if possible. This may be making it difficult for the PO to get a proper number of units where it can switch over to larger offensive operations [so far it is only making local attacks].

The Mediterranean - I'll switch over to the 'AI' Thread to comment.
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RE: Mrslobodan Feedback Thread

Post by Ason »

I'm starting to think maybe it's just the Allied AI being too underpowered to actually do stuff, I will try to play as allies also to see if there is any difference.
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RE: Mrslobodan Feedback Thread

Post by Ason »

I'm not sure how it was in real life but there seems to be a missing railway line between kherson and Melitopol just north of crimea.
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