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RE: AI

Posted: Sun Jun 13, 2010 2:34 pm
by Dan K
I ordered a 3 disc set directly from Talonsoft (my last purchase from them) and got no manuals, or cases. Just paper sleeves. They were then added to my list of things I do not like including a cast of thousands.

I stand corrected, $45 dollars if you want a cd case and it's $90 for the Bulge cd.

Agreed, the basic play of the game is good now. With the AI for solo play based on victory objectives, probably not much can be done with it. I also think the option for two types of CA should be done away with. They should make an official stance and be firm about it.
The .bmp system of graphics is great. You can change them to you're heart's content. You could even get your dragons and wizards as per "Fantasy General".

RE: AI

Posted: Sun Jun 13, 2010 4:55 pm
by kool_kat
ORIGINAL: torpoint

I personally think we have seen the end of improvements to JTCS.
How many bugs are still there waiting for a fix still?
I would like a decent A1 and better graphics myself,
oh, and a decent England team in the World Cup !

I agree if you are referencing "bug fixes" for JTCS... I believe the majority have been uncovered and corrected? [&:]

But... if you are talking about "other items" that could be improved... in addition to an improved AI... here are some "top of mind" with me.


Mike’s Wish List for MCS 1.05 Update

All Games

Double Time – Select Reachable Hexes to graphically illustrate all the hexes that the currently-selected unit can reach utilizing Double Time BEFORE committing the unit to Double Time. Toggle (off or on)

Unit Bases – Program “remembers” last Unit Bases setting toggle (off or on) for all 3D unit icons on any 3D map view.

Bunkers and Pillboxes – Have a “front” facing. Units inside these structures may only fire in the front arc – front hex + 2 adjacent hexes out to their weapons range.

Special Concealment (Anti-Tank Guns) Fog of War – Anti-tank guns smaller than 57mm, reduce 50% maintaining concealment when they fire or move to 35%.

Save Game Warning – Eliminate this warning from the PBeM Command Report.

Extreme Assault – Compromise on a setting “harder” then the pre-1.03 assault rules and “easier” then the 1.04 update. Extreme Assault, in its current form, reduces games to a Direct Fire “slug fest” and essentially eliminates the Assault option for players.

Variable Visibility – Eliminate this optional rule.

Reduce the 5% chance of mortars disabling AFVs to 3%. (I think these are the correct percentages?)


Rising Sun

Caves – Have a “front” facing. Units inside these structures may only fire in the front arc – front hex + 2 adjacent hexes out to their weapons range.

Banzai – Eliminate this rule.

RE: AI

Posted: Mon Jul 19, 2010 5:21 am
by Achsah
There are simple ways to make ai stronger ai but but as a whole there is only so much one can do with one..And in many ways the ai plays pretty good. Try taking an inf battalion..not panzer grens say in 1943..play it on hard..or worse bagration..or russian infantry in 41..

RE: AI

Posted: Mon Jul 19, 2010 3:11 pm
by Rekm41
I would not mind finding a human opponent for this game. Been playing it forever...

RE: AI

Posted: Mon Jul 19, 2010 3:12 pm
by Rekm41
ORIGINAL: mwest

ORIGINAL: torpoint

I personally think we have seen the end of improvements to JTCS.
How many bugs are still there waiting for a fix still?
I would like a decent A1 and better graphics myself,
oh, and a decent England team in the World Cup !

I agree if you are referencing "bug fixes" for JTCS... I believe the majority have been uncovered and corrected? [&:]

But... if you are talking about "other items" that could be improved... in addition to an improved AI... here are some "top of mind" with me.


Mike’s Wish List for MCS 1.05 Update

All Games

Double Time – Select Reachable Hexes to graphically illustrate all the hexes that the currently-selected unit can reach utilizing Double Time BEFORE committing the unit to Double Time. Toggle (off or on)

Unit Bases – Program “remembers” last Unit Bases setting toggle (off or on) for all 3D unit icons on any 3D map view.

Bunkers and Pillboxes – Have a “front” facing. Units inside these structures may only fire in the front arc – front hex + 2 adjacent hexes out to their weapons range.

Special Concealment (Anti-Tank Guns) Fog of War – Anti-tank guns smaller than 57mm, reduce 50% maintaining concealment when they fire or move to 35%.

Save Game Warning – Eliminate this warning from the PBeM Command Report.

Extreme Assault – Compromise on a setting “harder” then the pre-1.03 assault rules and “easier” then the 1.04 update. Extreme Assault, in its current form, reduces games to a Direct Fire “slug fest” and essentially eliminates the Assault option for players.

Variable Visibility – Eliminate this optional rule.

Reduce the 5% chance of mortars disabling AFVs to 3%. (I think these are the correct percentages?)


Rising Sun

Caves – Have a “front” facing. Units inside these structures may only fire in the front arc – front hex + 2 adjacent hexes out to their weapons range.

Banzai – Eliminate this rule.
quote:

ORIGINAL: torpoint

I personally think we have seen the end of improvements to JTCS.
How many bugs are still there waiting for a fix still?
I would like a decent A1 and better graphics myself,
oh, and a decent England team in the World Cup !



I think Canada did pretty good in the World Cup!!! LMAO

RE: AI

Posted: Mon Jul 19, 2010 6:41 pm
by Ibilja
This is a very interesting thread when coupled with the threads over at the WiF forums. There people are begging that the game be released before a complete AI is built because players would be creative enough to play the game without one. Small wonder that Matrix is scoffing at that notion.

RE: AI

Posted: Thu Dec 02, 2010 2:03 pm
by SilliusSodus
I think it should be possible to improve the AI without affecting PBeM, I would like to see a stronger AI, but I think it should be without the optional rules, I think sometimes the scale gets left by the wayside in order to force in elements from squad level tactical games. As an example the manual gives a good explantion why there is no armour facing and that the numbers take into account that in a platoon not all armour would be facing the same direction, my guess here is that players of squad level games missed this feature so it was added as an option (I would be intrested in the history of that optional rule and how the numbers where tweaked to accomadate it). I understand that for some players this is fun but it of course weaked the AI and the game does not fully accomadate it (as designed it does not matter how the armour retreats). I personaly think the game AI should be advanced within the confines of how the system was developed and take into account the games scale. I would say that with all changes as it goes, before a change is made step back and think "is this a reaction to the fact that the icons seem like single units, does this change reflect the fact that an icon is a platoon).

So my vote is start by improving the AI with no optional rules and then slowly build up from there so when an optional rule is selected it also selects a relvent AI sub routine