AI and postures

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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olin0111
Posts: 23
Joined: Sat Mar 07, 2020 4:40 am

AI and postures

Post by olin0111 »

I haven't seen it posted yet so I decided to bring that subject up. I was attacked by a major regime that had a lot worse units than mine. Additionally my forward brigade had Fluid Defense posture so it increased its defense even more. The enemy brigades had adopted All Out Attack (+75% att, -75% def) but when they encountered my units they didn't dare to attack them. I quickly raised a new motorized mg brigade with tank support. I adopted Blitzkrieg posture and just rolled over the AI. The most important thing is after 2 turns of pounding the AI started retreating towards its city but it never changed/removed the All Out Attack posture even though it was not making any attacks. It's units were a lot weaker to begin with but with an additional -75% modifier in defense it was just a cakewalk, kind of anticlimatic to be honest.

It's a great game but this inflexibility needs to go away. I hope that it can be programmed in some way because otherwise the AI is too easily exploitable. It needs to know that after suffering horrific casualties in defense and when being in retreat mode the attack posture should be removed or changed to something else.
t1it
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Joined: Wed Nov 23, 2011 4:29 pm

RE: AI and postures

Post by t1it »

All they do is spamming infantry with few tanks and artillery so AI needs a thorough revisit.
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Jdane
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RE: AI and postures

Post by Jdane »

Agreed. I seem to have noticed too that the AI did not take advantage of its Posture or try and mitigate its disadvantages (such as not attacking when in an All Out Attack Posture).

It should at least be able to realize it should drop the Posture and revert back to the default stance.
olin0111
Posts: 23
Joined: Sat Mar 07, 2020 4:40 am

RE: AI and postures

Post by olin0111 »

ORIGINAL: t1it

All they do is spamming infantry with few tanks and artillery so AI needs a thorough revisit.

I guess it might not be true at all times because I saw AT guns, tank destroyers, buggies, light and medium tanks, pretty much everything. Maybe apart from mechanized infantry but I reserve my judgement on that until I play some more. What definately is not right is posture flexibility / ai inability to get rid of them after 1 or 2 turns of spectacular defeats.
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KingHalford
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RE: AI and postures

Post by KingHalford »

The AI played fairly well in my games, however it certainly has a habit of leaving front-line troops in "Field Training" and other inappropriate postures.
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ZygfrydDeLowe
Posts: 85
Joined: Wed Sep 10, 2014 6:11 am

RE: AI and postures

Post by ZygfrydDeLowe »

ORIGINAL: KingHalford

The AI played fairly well in my games, however it certainly has a habit of leaving front-line troops in "Field Training" and other inappropriate postures.

I encountered the same, excessive usage of Field Training posture by the AI in my game. Perhaps the AI should change to no posture, if it can't change to posture that'd be better suited for their purpose.
Culthrasa
Posts: 200
Joined: Sun Apr 16, 2017 12:13 pm

RE: AI and postures

Post by Culthrasa »

In the tech support section i posted something about AI postures as well. Zgrssd rightly pointed out that it only applies to its offense values (either on attack or defense) not it armor values. So keeping a unit in training posture only hampers them to get kills on you not its chance of getting killed itself. So if they are okey with just sitting there being a roadblock/wall/immovable object then it doesn't matter which posture the unit adopts.. Might be how the AI plays...
olin0111
Posts: 23
Joined: Sat Mar 07, 2020 4:40 am

RE: AI and postures

Post by olin0111 »

If possible I don't want major regimes to just be a roadblock. I hope that the AI can be made to drop the posture that is not serving it. The easiest thing to do, I guess, would be for the AI to track losses by formation. If they exceed a certain threshold in a certain amount of time it might be an indication that the assumed posture is incorrect for the selected formation and needs to be removed. There could be a timer set for the AI to not assign the same posture to the formation in question for some period of time. When it comes to Field Training this needs to be dropped the moment a formation engages the enemy. These are only my suggestions. They are not perfect solutions but would certainly improve the game. I don't know how simple or hard they would be to implement from the coding perspective, if there are already any triggers already in place that can be modified etc. We would need to hear from Vic to be sure.
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