AI Motor Pool Use

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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Sauron
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Joined: Fri Mar 12, 2004 7:46 pm

AI Motor Pool Use

Post by Sauron »

So far there is only one thing in this game that annoys me - watching replay of the AI's turn when it uses its motor pool. Why does it move all the units individually?!?! Watching each battalion/regiment travel from the East map edge over to the West of Smolensk every turn in AtD is driving me mad. I always want to stop watching and skip the remainder of the replay at this point (being the impatient person that I am) but I am not allowed to do so. BTW, can this be changed?
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Gregor_SSG
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RE: AI Motor Pool Use

Post by Gregor_SSG »

ORIGINAL: Sauron

So far there is only one thing in this game that annoys me - watching replay of the AI's turn when it uses its motor pool. Why does it move all the units individually?!?! Watching each battalion/regiment travel from the East map edge over to the West of Smolensk every turn in AtD is driving me mad. I always want to stop watching and skip the remainder of the replay at this point (being the impatient person that I am) but I am not allowed to do so. BTW, can this be changed?

The AI moves units individually because it makes decisions about them individually. That certainly won't change, as any other approach is far too complicated. Given that decisions are individual, it is much, much safer to have the display exactly follow each individual decision as it is made. Alternative approaches are possible, but they bring with them horrible complications and the possibility of nasty bugs, so I don't think it's going to change.

Gregor
Vice President, Strategic Studies Group
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.
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Fred98
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Joined: Fri Jan 05, 2001 10:00 am
Location: Wollondilly, Sydney

RE: AI Motor Pool Use

Post by Fred98 »

When Fog of War is on I prefer not to see them move at all.

Except for that last part where they arrivie within visual distance

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Sauron
Posts: 6
Joined: Fri Mar 12, 2004 7:46 pm

RE: AI Motor Pool Use

Post by Sauron »

Thanks for the responses - I think I may start this game over with hidden units on anyways, so I'll avoid this little frustration. After playing KP with the 'fog' on I was curious about what the AI was doing in its rear areas. Now I know - I'd rather not see [:)]
Joel Rauber
Posts: 192
Joined: Wed Oct 04, 2000 8:00 am
Location: Brookings, SD, USA

RE: AI Motor Pool Use

Post by Joel Rauber »

You can speed things up considerably by using "fast animation", there is a cost to doing that however.
Any relationship between what I say and reality is purely coincidental.

Joel Rauber
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