RE: Don't forget parts 6-8
Posted: Wed Oct 12, 2016 1:23 pm
Been enjoying the video reviews and it is definitely priming the pump for release...and part 9 is up
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: kirk23
It is now up to video No 15 in Paradogs Gamer excellent AAR. For the past 3 game turns,German bombers have been attacking 2 British Aircraft Carriers,in the ports of Southampton and Bristol. Can anyone tell me why, the naval AI did not think about moving these vital units,before both were destroyed needlessly? Both these Carriers could easily have been saved,the AI needs to learn how to protect its forces better![&:]
ORIGINAL: kirk23
It is now up to video No 15 in Paradogs Gamer excellent AAR. For the past 4 game turns,German bombers have been attacking 2 British Aircraft Carriers,in the ports of Southampton and Bristol. Can anyone tell me why, the naval AI did not think about moving these vital units,before both were destroyed needlessly? Both these Carriers could easily have been saved,the AI needs to learn how to protect its forces better![&:]
Video link: 1 min 30 sec into the video you can see the Bombers attacking these Carriers.Then the AI has a turn,and it still did not think to move the Carriers,so on the players turn 19 minutes in to the video,both Carriers get wiped out.
https://www.youtube.com/watch?v=Da5cMBM ... paFTGQ_o4e
ORIGINAL: Hubert Cater
Thanks gentlemen, this is already fixed on our end [:)]
ORIGINAL: Hubert Cater
Thanks gentlemen, this is already fixed on our end [:)]
ORIGINAL: Hubert Cater
Thanks gentlemen, this is already fixed on our end [:)]
ORIGINAL: CC1
ORIGINAL: Hubert Cater
Thanks gentlemen, this is already fixed on our end [:)]
Great! Can you let us know how this was fixed and will this also impact the fact that the UK CV (under AI control) in the Med also hung around at Malta turn after turn until it was finally sunk after being relentlessly attacked by bombers and the Regia Marina - see: https://www.youtube.com/watch?v=Da5cMBM ... e&index=15 from 11:07 to 11:58 for its final moments.
The CV was attacked over multiple turns which included the UK navy taking a pounding as well. It would seem that at this point (and knowing the threat and impending doom that lay ahead), the UK AI would pack it in and retreat the damaged CV to safer waters. It could also be rationalized, as Rasputitsa has interestingly pointed out in tm.asp?m=4163954&mpage=1� that the CV could have suffered a critical hit such that it could not be moved, but this would have to be by design (so the player is also affected) to make it more palpable...
C
ORIGINAL: kirk23
Hi Hubert, as I have said earlier,I have been watching all Paradogs Gamer AAR video's, and as far as I can see, during the players turn, the game is now seriously unbalanced! With the combination of the new movement,combined attacks,and the extremely high percentage of successful attacks on units,it appears to easy to completely destroy units. Units that will have to be replaced,I really fear that the MPPs available,will not be enough to build these needed new units,to replace the losses,which can only result in a fatal hemorrhage.
To counter this advantage,more attacks have to fail,this can easily be remedied by using the EVADE option,this in combination with maybe reduced damage per attack,will make the game much more challenging.[&:]
ORIGINAL: Hubert Cater
ORIGINAL: kirk23
Hi Hubert, as I have said earlier,I have been watching all Paradogs Gamer AAR video's, and as far as I can see, during the players turn, the game is now seriously unbalanced! With the combination of the new movement,combined attacks,and the extremely high percentage of successful attacks on units,it appears to easy to completely destroy units. Units that will have to be replaced,I really fear that the MPPs available,will not be enough to build these needed new units,to replace the losses,which can only result in a fatal hemorrhage.
To counter this advantage,more attacks have to fail,this can easily be remedied by using the EVADE option,this in combination with maybe reduced damage per attack,will make the game much more challenging.[&:]
Hi Kirk,
Thanks for the feedback and the only thing I can suggest at this point is that the concerns here are indeed non issues on our end and that the game plays quite well and is very well balanced from start to finish.
A few things to keep in mind is that the game might be perhaps a bit different from what you are used to, again not sure here just throwing that out in case it applies, but on our end this is a system that we've used for almost 15 years and this new game simply builds upon the established foundation of the previous games. Additionally the game system is designed on the idea of destruction of units, and less so on constant evasion and survival, and as a result it has an arc of higher successes (and more destruction of Allied units) in the early years, followed by a slow but steady build up and push back and counter destruction by the Allies in the later years. Essentially the game plays well from 1939-1945 and summarizing the game simply on what happens from 1939-1941 does not necessarily paint the whole picture as the bulk of the war is still to be fought.
Remember, there will be an eventual juggernaut on the Soviet and US sides, that despite all these early successes by the Axis, will have to be dealt with and by mid to late 1943 this could be a very different looking game, especially as the Axis has spent a lot of MPP and capital against the Royal Navy and on places like Malta and so on. Eventually those redirected efforts will have to be accounted for [:)]
Honestly, the best feel you'll have for the game is after a few games and after playing it from both sides, and once you do you'll find that the game does, as mentioned, play quite well from start to finish.
Hope this helps,
Hubert
ORIGINAL: Hubert Cater
ORIGINAL: CC1
ORIGINAL: Hubert Cater
Thanks gentlemen, this is already fixed on our end [:)]
Great! Can you let us know how this was fixed and will this also impact the fact that the UK CV (under AI control) in the Med also hung around at Malta turn after turn until it was finally sunk after being relentlessly attacked by bombers and the Regia Marina - see: https://www.youtube.com/watch?v=Da5cMBM ... e&index=15 from 11:07 to 11:58 for its final moments.
The CV was attacked over multiple turns which included the UK navy taking a pounding as well. It would seem that at this point (and knowing the threat and impending doom that lay ahead), the UK AI would pack it in and retreat the damaged CV to safer waters. It could also be rationalized, as Rasputitsa has interestingly pointed out in tm.asp?m=4163954&mpage=1� that the CV could have suffered a critical hit such that it could not be moved, but this would have to be by design (so the player is also affected) to make it more palpable...
C
Hi CC1,
One thing to keep in mind is that while the AI has scripted logic to its behavior, i.e. how and when to organize its fleet movements for the naval side, where to build up and attack (declarations of war) for the land side and son on, it also has a general logic side to it (one that universally handles all campaign and scenario types) such as general combat, retreat, protective movements and other basic behavior elements.
There are, let's just say a lot of coded routines for this, and in the set of protective movement routines that handle identifying when a unit should retreat, the specific one for naval units was not checking for when a naval unit was in port and sufficiently threatened. This is a single line of code probably representing near 0.001% of the AI code overall and a quick fix on my end. Essentially if a naval unit, as seen in the videos, is in harms way while in port, it will now move on to a safer location. [:)]
Sometimes behavioral issues such as this simply don't come to my attention at the level of detail as shown in the videos, and until they do, they remain in need of correction... but I wouldn't suggest that this is a reflection of the AI as a whole, especially when it does most other things very well, and more importantly, correctly or as suggested the type of behavior you'd expect.
The good thing here is that the AI is pretty easy to fine tune at the moment, due to the depth and robustness of the design, and corrections like this are constant and should be expected from our end as well.
Hope this helps,
Hubert