AI and difficulty levels

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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BootyJoe
Posts: 37
Joined: Sat Dec 29, 2007 2:01 pm

RE: AI and difficulty levels

Post by BootyJoe »

ORIGINAL: Valgua

Thank you for all your inputs! Just one more question: what does the difficulty level influence? Unit strength? Aggressiveness? As I understand, turning up the difficulty level makes for a more aggressive opponent (not just an opponent with better units). Is there a way to increase AI aggressiveness without giving it uber-units?

Thanks again!

Morale, admin points received, fort construction speed, logistics (how much supply you and the ai gets delivered), transport level (also affects supply).
Pawlock
Posts: 412
Joined: Tue Sep 17, 2002 11:39 pm
Location: U.K.

RE: AI and difficulty levels

Post by Pawlock »

Perhaps I was not very clear, Hard level as Soviets is far from being a pushover and it took me 100 turns plus to see the tide turned. Impossible level, well,I think that could be a step too far, but wont try till I finished this game.
If you have good experience playing the Soviets then Hard will offer quite a challenge, if you still fairly new it will kill you.
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76mm
Posts: 4766
Joined: Sun May 02, 2004 4:26 am
Location: Washington, DC

RE: AI and difficulty levels

Post by 76mm »

ORIGINAL: BootyJoe
Would you recommend impossible difficulty level then when playing the Soviets? Considering the HUGE time investment it is to play a GC it is sad to fire one up expecting a challenge only to find you have won after 100 turns.


I would probably start with a Hard setting playing as Soviet, it will give you a very good challenge in 1941, and you should be able to learn alot. As Pawlock mentioned, the German AI seems to implode by mid 1942 through dumb attacks, failure to retreat, etc. I was disappointed, because even through the blizzard it did a pretty good job.

I would skip the Normal setting because it is so easy that you won't really learn anything; in my first GC vs the German AI I played Normal and took Berlin in September 1942. It was kind of a joke...
Scotters1
Posts: 160
Joined: Wed Apr 19, 2006 7:00 pm

RE: AI and difficulty levels

Post by Scotters1 »

I'm new, and so far through 6 turns its been really tough as the Russians versus a hard AI. I really like it. After I finish this campaign, then I think I will try the germans versus a challenging russian AI.
randallw
Posts: 2060
Joined: Wed Sep 01, 2010 9:28 pm

RE: AI and difficulty levels

Post by randallw »

ORIGINAL: Valgua

Thank you for all your inputs! Just one more question: what does the difficulty level influence? Unit strength? Aggressiveness? As I understand, turning up the difficulty level makes for a more aggressive opponent (not just an opponent with better units). Is there a way to increase AI aggressiveness without giving it uber-units?

Thanks again!

Difficulty level does not change how the computer 'tries' to fight; it just adjusts unit values, logistics ( mentioned already by someone else ) and those other bits.
pzgndr
Posts: 3682
Joined: Thu Mar 18, 2004 12:51 am
Location: Delaware

RE: AI and difficulty levels

Post by pzgndr »

playing a AI game vs. soviet AI but after 41 it just gets silly with the AI putting up a carpet 5-6 deep and teleporting 2 fronts in a single week

I keep seeing comments like this and wondering if the AI creation of ants problem will ever be addressed. Perhaps impose a minimum unit strength requirement for building new units, e.g. 50% or so? It's one thing for units to be attrited down to minimum strength, but not realistic for unit cadres to be formed and deployed on the front. Rarely perhaps, but certainly not like WITE does it by generating carpets of ant units rows deep?
Bill Macon
Empires in Arms Developer
Strategic Command Developer
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