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RE: Strategic Command AI

Posted: Sun Jul 24, 2016 2:28 pm
by gwgardner
ORIGINAL: Ostwindflak

gwgardner, I see a noticeable lack of German HQs...have you not been building any or are they elsewhere? HQs go a long way in keeping your troops supply and morale up.

Yeah, one of the lessons I learned. Never built an HQ. I did a lot of stuff wrong. Like I didn't take Norway or Denmark by script, testing the 'no' option. That left me short of a lot of MPPs, I think.

RE: Strategic Command AI

Posted: Sat Aug 06, 2016 12:51 pm
by xwormwood
The AI has the tendency to make big mistakes during the Endgame.
Mistakes like placing air units in major cities like Berlin. And to move them out of the city once attacker come close. This alone wouldn't be a mistake, but the AI left the city undefended. If there are no other units to defend a CAPITAL, the AI should let the air units stay put if they are the only thing left to defend such an important place.

RE: Strategic Command AI

Posted: Sun Aug 28, 2016 10:49 pm
by skshrews3
SLOW

Like walk away and I'll be back when you are done slow.

Desktop Intel Core2 Quad CPU 2.5GHz 6 GB 64 bit operating Windows 10

RE: Strategic Command AI

Posted: Sun Sep 25, 2016 3:56 pm
by EdwinP
In the North Africa theater, Allied AI OOB is too predictable. May want to consider AI script (25%, 33%, 50%) to send reinforcements to Egypt via Horn of Africa from UK if minimal Axis forces in Western Europe (France, Belgium, Netherlands); no chance of Sea Lion, and Allies control Tobruk and Benghazi.

The Axis AI never makes a strong attempt to take Malta. You may want to consider an Axis AI only script for the fall of Malta to the Axis. Historically, it was a choice between Malta and Crete. This would make holding NA more of a challenge for the Allied human player. I would likely use an AI decision event: 50% Malta, 50% Crete. Yes is Crete, No is Malta.

As human player to take Malta; after the fall of France, I operate all available air units and 1 HQ unit to Sicily, AI never does this. Likewise, I do the same to defeat the British in NA. After taking Malta I send 1 Tank and 1 Army unit and many Air Units to NA.

Likewise, for the Allied UK AI I would like to see the use of units Special Forces to seize un-garrisoned coastal cities in France or Norway - i.e. take city, then leave if Axis forces concentrate to counterattack. The Allies AI should occasionally consider an invasion to liberate Norway, if the Axis is occupied in Russia and the German fleet is decimated.

RE: Strategic Command AI

Posted: Wed Sep 28, 2016 5:57 am
by TheBattlefield
Just to make a very good AI even better:

I have observed now and then that the computer opponent provides an isolated and from defensive units desolate town still with an anti-air upgrade in his turn. Even if these cause not more costs than 10 MPP, it seems rather pointless to me. In my picture example Jerusalem had capitulated and a British bomber was flown out from the isolated city of Bersheeba. At the end of this turn the "lost" town was upgraded...

Image

RE: Strategic Command AI

Posted: Tue Oct 04, 2016 4:51 am
by EdwinP
On the Eastern front the AI will often 1) attack from across a river hexside when that is not required and 2) it will often leave a single supply route open when a single move would block it.

RE: Strategic Command AI

Posted: Thu Oct 06, 2016 7:20 pm
by rjh1971
I'm currently UK, not that things are going exactly smooth around London but I finally managed to land a HQ.
The Brits are throwing all they have to annihilate the units in The City, so far so good.
The problem is that the AI in doing so has left ungarrisoned key cities with ports, in this turn Plymouth which will be taken by my AV, the previous turn Bristol and even though I had a FSJ unit near it lack of supply prevented me from taken it.

My request is to program the AI so it doesn't left ungarrisoned cities with ports if a Sealion invasion takes place.
v1.00.10b
started the game with 10a

Image

RE: Strategic Command AI

Posted: Thu Oct 06, 2016 11:31 pm
by jpinard
These are going to be my very first complaints against the SC3 AI, so kudos for not having to make me come up with one of these earlier [:)] More exepsnvie games never get half the AI refinement this game has. That being said there are two kind big problems I've seen:

#1 - AI is mis-prioritizing some naval targets. I'm the Allies in Mediterranean and AI Italy still has a few ships and a single sub left. Thinking they're holed up in port I move my General from Libya to Greece with just a couple ships having out around Greece (where he's far away from at this point). Little did I know AI sub was trawling Libyan coast and came upon my General not just one but twice. Both times he didn't stop to shoot at him. One of the times he landed next to him. I thought he was on his way to try and sink someone else and that's why he maybe didn't try to sink my crappy little invasion rowboat. But nope, he just went into the middle doing nothing. My guess is I should have lost that unit. Sure I might have gotten support down there in a turn or two but sinking a General is worth it for the cost of a Sub.

#2 - Spending very short funds to upgrade cities about to be overtaken. One turn I saw the German AI en masse' add AAA to 20 ports and cities at once. This is when he desperately needs to put all his money into units not cities.
And its not for just ones in confict in a turn or tow, its ones he has no chance of holding because I have it surrounded. See image. He just put AAA on that city, basically helping me out instead.

Image

You can see the city of Radom and he just upgraded that AAA yet he has no units within a polar icecap of that town. So I just took it and enjoyed a nice fresh upgrade for free :)

RE: Strategic Command AI

Posted: Thu Oct 06, 2016 11:36 pm
by jpinard
ORIGINAL: TheBattlefield

Just to make a very good AI even better:

I have observed now and then that the computer opponent provides an isolated and from defensive units desolate town still with an anti-air upgrade in his turn. Even if these cause not more costs than 10 MPP, it seems rather pointless to me. In my picture example Jerusalem had capitulated and a British bomber was flown out from the isolated city of Bersheeba. At the end of this turn the "lost" town was upgraded...

Image

ohhhh I just noticed we posted abut the same thing. If the AI stops wasting its money on AAA for cities and spends those funds on units it will be a much more better & scary AI.

Delayed US offensive in Africa

Posted: Fri Oct 07, 2016 1:35 pm
by TheBattlefield
I suppose there is a gap in the AI offensive script for the US troops in North Africa. As Axis I have rejected the events for the occupation of Vichy France and Tunisia after the USA dow and occupation of Algeria. Now a declaration of war (USA) on Tunisia would be consistent, at the latest if enough units are in the cities of Bone or Tebessa. If Tunisia is taken by German troops (Tunisia Event) the US attack occurs almost immediately to speed up an advance on Tripoli. Now nothing happens since many turns and Rommel continues his advance on Alexandria casually. [8D]

(v1.00.10a Hotfix)

RE: Delayed US offensive in Africa

Posted: Fri Oct 07, 2016 6:35 pm
by TheBattlefield
ORIGINAL: TheBattlefield

I suppose there is a gap in the AI offensive script for the US troops in North Africa. As Axis I have rejected the events for the occupation of Vichy France and Tunisia after the USA dow and occupation of Algeria. Now a declaration of war (USA) on Tunisia would be consistent, at the latest if enough units are in the cities of Bone or Tebessa. If Tunisia is taken by German troops (Tunisia Event) the US attack occurs almost immediately to speed up an advance on Tripoli. Now nothing happens since many turns and Rommel continues his advance on Alexandria casually. [8D]

(v1.00.10a Hotfix)

And the US army starts to run amok or they try to handle Tunisia. Well, both would be disgraceful. . . [:D]

Image

RE: HQ used as Guards or Garrison?

Posted: Sun Oct 09, 2016 4:20 am
by EdwinP
German offensive bypassed 2 Soviet controlled towns and the towns have been guarded by two HQ units for about a year.

Image


RE: USSR AI does not respond to Turkish Invasion

Posted: Sun Oct 09, 2016 4:23 am
by EdwinP
If Turkey goes active, the USSR does not respond to a Turkish invasion of the Caucaus region.

RE: Strategic Command AI

Posted: Sun Oct 09, 2016 12:39 pm
by Hubert Cater
ORIGINAL: jpinard

These are going to be my very first complaints against the SC3 AI, so kudos for not having to make me come up with one of these earlier [:)] More exepsnvie games never get half the AI refinement this game has. That being said there are two kind big problems I've seen:

#1 - AI is mis-prioritizing some naval targets. I'm the Allies in Mediterranean and AI Italy still has a few ships and a single sub left. Thinking they're holed up in port I move my General from Libya to Greece with just a couple ships having out around Greece (where he's far away from at this point). Little did I know AI sub was trawling Libyan coast and came upon my General not just one but twice. Both times he didn't stop to shoot at him. One of the times he landed next to him. I thought he was on his way to try and sink someone else and that's why he maybe didn't try to sink my crappy little invasion rowboat. But nope, he just went into the middle doing nothing. My guess is I should have lost that unit. Sure I might have gotten support down there in a turn or two but sinking a General is worth it for the cost of a Sub.

#2 - Spending very short funds to upgrade cities about to be overtaken. One turn I saw the German AI en masse' add AAA to 20 ports and cities at once. This is when he desperately needs to put all his money into units not cities.
And its not for just ones in confict in a turn or tow, its ones he has no chance of holding because I have it surrounded. See image. He just put AAA on that city, basically helping me out instead.

Image

You can see the city of Radom and he just upgraded that AAA yet he has no units within a polar icecap of that town. So I just took it and enjoyed a nice fresh upgrade for free :)

Thanks and I've made a few adjustments here so that it no longer upgrades in a similar situation.

RE: Delayed US offensive in Africa

Posted: Sun Oct 09, 2016 12:40 pm
by Hubert Cater
ORIGINAL: TheBattlefield

I suppose there is a gap in the AI offensive script for the US troops in North Africa. As Axis I have rejected the events for the occupation of Vichy France and Tunisia after the USA dow and occupation of Algeria. Now a declaration of war (USA) on Tunisia would be consistent, at the latest if enough units are in the cities of Bone or Tebessa. If Tunisia is taken by German troops (Tunisia Event) the US attack occurs almost immediately to speed up an advance on Tripoli. Now nothing happens since many turns and Rommel continues his advance on Alexandria casually. [8D]

(v1.00.10a Hotfix)

Do you have a saved turn you could send me to take a look?

info@furysoftware.com

Thanks!

RE: HQ used as Guards or Garrison?

Posted: Sun Oct 09, 2016 12:40 pm
by Hubert Cater
ORIGINAL: EdwinP

German offensive bypassed 2 Soviet controlled towns and the towns have been guarded by two HQ units for about a year.

Image


Fixed

RE: USSR AI does not respond to Turkish Invasion

Posted: Sun Oct 09, 2016 12:41 pm
by Hubert Cater
ORIGINAL: EdwinP

If Turkey goes active, the USSR does not respond to a Turkish invasion of the Caucaus region.

Can you send me a saved turn of this as well?

RE: HQ used as Guards or Garrison?

Posted: Sun Oct 09, 2016 1:39 pm
by xwormwood
ORIGINAL: EdwinP

German offensive bypassed 2 Soviet controlled towns and the towns have been guarded by two HQ units for about a year.

Image


Looks like the guards are armies, so I see no reason why they shouldn't hold the towns while they have been cut off from their lines. Or do I miss something?

RE: HQ used as Guards or Garrison?

Posted: Mon Oct 10, 2016 4:17 am
by EdwinP
Two units are HQ units - an Italian and a German. There is also one German Army. Hubert has fixed the problem.

RE: German Artillery

Posted: Mon Oct 10, 2016 4:20 am
by EdwinP
The Axis AI has 2 artillery units - and it appears that it does not know how to use them. In attacks on 3 cities - the artillery did nothing while German Armor, Army and Corps attacked. In all three cases the artillery was in range at the start of the turn. It should have attacked first; to reduce entrenchment and morale. In another case the Artillery unit was kept out of range of the target city, though it was assigned to the offensive plan.