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RE: Bombur mod 2

Posted: Thu Jan 10, 2013 11:08 pm
by Bombur
Not sure, it seems the AI has troubles on how to use the new units. I think this mod is much better against human players.

RE: Bombur mod 2

Posted: Fri Jan 11, 2013 12:18 am
by Twotribes
The ai uses algorithms to determine what to buy. It has to do with power and cost. when you make 6 infantry types he probably doesn't understand the concept and buys the one it thinks is the best for the price. Add in that your research is not linear with regards to types of units and the AI does not grasp the need for upgrades possibly due to how it functions.

In normal ATG there are 3 types of Infantry, Rifle SMG and paratroops. The AI does not use paras. And it seems to understand via set commands on its operation that it buys mostly rifle with some SMG. You have Light, regular and heavy Rifles and the same with SMG. Unless you rewrite the AI protocols it is going to pick one SMG and one rifle to build. It also builds paras so they must meet the criteria already established. Same with multiply types of armored cars. Or tanks. Or ships. The AI does not think, it follows the set commands it is given, build x percent of this based on this.

RE: Bombur mod 2

Posted: Fri Jan 11, 2013 8:35 pm
by Jeffrey H.
ORIGINAL: Bombur

Not sure, it seems the AI has troubles on how to use the new units. I think this mod is much better against human players.

I get a rather strange enjoyment out of watching the AI stumble around in the research tree and unit builds. It's always sort of interesting to see what it does.


RE: Bombur mod 2

Posted: Fri Jan 11, 2013 8:36 pm
by Jeffrey H.
ORIGINAL: Twotribes

The ai uses algorithms to determine what to buy. It has to do with power and cost. when you make 6 infantry types he probably doesn't understand the concept and buys the one it thinks is the best for the price. Add in that your research is not linear with regards to types of units and the AI does not grasp the need for upgrades possibly due to how it functions.

In normal ATG there are 3 types of Infantry, Rifle SMG and paratroops. The AI does not use paras. And it seems to understand via set commands on its operation that it buys mostly rifle with some SMG. You have Light, regular and heavy Rifles and the same with SMG. Unless you rewrite the AI protocols it is going to pick one SMG and one rifle to build. It also builds paras so they must meet the criteria already established. Same with multiply types of armored cars. Or tanks. Or ships. The AI does not think, it follows the set commands it is given, build x percent of this based on this.

I don't think Vic has been very open about the workings of the AI, he's set out some parameters which we're supposed to use, but honestly it doesn't really seem to be the right stuff to get the AI to change it's behavior.


RE: Bombur mod 2

Posted: Fri Jan 11, 2013 8:57 pm
by Bombur
Any ideas on how to improve the AI towards a more rational management of units?

RE: Bombur mod 2

Posted: Sat Jan 12, 2013 9:17 am
by Jafele
I´m very sure Vic would love to improve the AI but...it is obvious that the dated publisher model for producing games will hardly ever see a big effort for the development of powerful AI . First, it's expensive, second very hard to plan and execute because it involves research that's difficult to integrate into road maps, and third it goes contrary to their business model. On the other hand I know a few people who have little to no interest in playing over the net. They see this as an abandonment of many companies to develop really good AI because they can now let players bash each other.

RE: Bombur mod 2

Posted: Mon Feb 04, 2013 11:24 pm
by Bombur
Adding more units. Version 0.20 will be uploaded this weekend

RE: Bombur mod 2

Posted: Sun Feb 10, 2013 1:00 pm
by Bombur
Renamed version to 0.15 and it was uplodaded yesterday. Added quite a few new units.

RE: Bombur mod 2

Posted: Sat Feb 16, 2013 2:47 am
by Jeffrey H.
ORIGINAL: Bombur

Any ideas on how to improve the AI towards a more rational management of units?

I supopse a scripted probability of a free upgrade with time, increaseing in probability as the target era is passed ?


RE: Bombur mod 2

Posted: Mon Feb 18, 2013 11:43 pm
by Bombur
It will be implemented.

RE: Bombur mod 2

Posted: Mon Apr 01, 2013 10:07 pm
by Bombur
v0.18 uploaded. Already has 334 SFT´s.

RE: Bombur mod 2

Posted: Sun Sep 29, 2013 11:38 am
by Bombur
Version 0.30 uploaded. It introduced a big change, based on Human vs. Human playtest. Now, year based techs are given automatically to all regimes, according to current year. So, if the scenario is randomized to start in 1935, for instance, all nations will get the units created from 1930 to 1935. Currently, the game engine randomizes it to start from 1928 to 1938. Latter start will be possible in a future version.

RE: Bombur mod 2

Posted: Mon Sep 30, 2013 4:44 pm
by Jeffrey H.
ORIGINAL: Bombur

Version 0.30 uploaded. It introduced a big change, based on Human vs. Human playtest. Now, year based techs are given automatically to all regimes, according to current year. So, if the scenario is randomized to start in 1935, for instance, all nations will get the units created from 1930 to 1935. Currently, the game engine randomizes it to start from 1928 to 1938. Latter start will be possible in a future version.

Nice, I'm going to give this a go in the coming days, any advice on setup or gameplay ?

RE: Bombur mod 2

Posted: Tue Oct 01, 2013 12:06 am
by Bombur

Nice, I'm going to give this a go in the coming days, any advice on setup or gameplay ?


-Use a map with some water, the naval part of the game is fun. On gameplay it´s more likely you will be able to teach something to me than the opposite.

RE: Bombur mod 2

Posted: Tue Oct 01, 2013 11:22 pm
by Tac2i
While trying latest version I discovered possible bug with 030: see below screenshot. After running blindly into the enemy unit, I restarted the turn and moved more units adjacent to test.

Image

RE: Bombur mod 2

Posted: Wed Oct 02, 2013 12:18 pm
by ernieschwitz
I Believe that bombur removed the recon value of Infantry... to better simulate not knowing what happens in war. You should use cavalry to recon and recon planes... or the like...

RE: Bombur mod 2

Posted: Wed Oct 02, 2013 1:08 pm
by Tac2i
Hmm, not sure that is good thing. Infantry units always used patrols to have at least some idea that something was in front of them.

Update: I just edited infantry recon values back in. Easy fix.
ORIGINAL: ernieschwitz

I Believe that bombur removed the recon value of Infantry... to better simulate not knowing what happens in war. You should use cavalry to recon and recon planes... or the like...

RE: Bombur mod 2

Posted: Thu Oct 03, 2013 4:49 pm
by Jeffrey H.
ORIGINAL: Webizen

Hmm, not sure that is good thing. Infantry units always used patrols to have at least some idea that something was in front of them.

Update: I just edited infantry recon values back in. Easy fix.
ORIGINAL: ernieschwitz

I Believe that bombur removed the recon value of Infantry... to better simulate not knowing what happens in war. You should use cavalry to recon and recon planes... or the like...

It's a little problematic but the idea is, (I think) to encourage usage of more than just scads infantry. To allow players to branch out into the various sft's that the mod offers.

I suppose it depends on scale but infantry generally don't know more than a few miles what's around them, in close terrain even less.

I think it might be a slightly gamey tactic but you could get a 1 unit infatry sft and send them in, then watch the combat results screen carefully and you will get an idea for what's in the hex.

The big problem is the penatly for a suprise attack is huge and almost as if you just have to throw away units to see what's in there. I think the suprise penalty should be toned down a bit along with the reduction in recon.




RE: Bombur mod 2

Posted: Thu Oct 03, 2013 5:47 pm
by Twotribes
Are there recon infantry? If not how does one make a none mech stack that can see around itself? I mean by 40 Calvary was out except in certain areas.

RE: Bombur mod 2

Posted: Sat Oct 05, 2013 11:33 pm
by Bombur
No, but I´m considering to add it in the next release.