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RE: HQ used as Guards or Garrison?
Posted: Mon Oct 10, 2016 3:50 pm
by xwormwood
ORIGINAL: EdwinP
Two units are HQ units - an Italian and a German. There is also one German Army. Hubert has fixed the problem.
Ah, ok, you played the Allied side. I was under the impression that you've played the Axis side. My bad.
RE: Axis AI leaves town ungarded to attack Soviet Unit
Posted: Mon Oct 10, 2016 4:40 pm
by EdwinP
Axis corps left city undefended to attack Soviet unit when other Soviet Mechanized units were nearby. No other Axis unit moved in to defend town, and city was lost to Soviets.

RE: Axis AI leaves town ungarded to attack Soviet Unit
Posted: Mon Oct 10, 2016 6:52 pm
by jpinard
ORIGINAL: EdwinP
Axis corps left city undefended to attack Soviet unit when other Soviet Mechanized units were nearby. No other Axis unit moved in to defend town, and city was lost to Soviets.
This may not be an issue as it depends on the larger picture. It looks like you're hurting Germany bad, and their goal is an attempt to circle back and cut off your supply. It is a Hail Mary,
RE: Axis AI Favors River Crossing Attack?
Posted: Tue Oct 11, 2016 2:31 pm
by EdwinP
On the Eastern Front I often see the AI move across a river hex side to attack a Soviet unit from a across a river (20% penalty), when it had the option to perform a non-river crossing attack (no penalty).
RE: Axis AI Favors River Crossing Attack?
Posted: Tue Oct 11, 2016 10:41 pm
by jpinard
Hehe my post above got cut off when the servers crashed. I can't even remember how I was going to finish that sentence after Hail Mary. [:)]
RE: Axis AI Favors River Crossing Attack?
Posted: Sun Oct 16, 2016 2:31 pm
by xwormwood
In my current game I've made the observation that the Axis AI controlled subs often only move one tile while raiding convoy lines. At least that is what it looked like. This made it a bit too easy to find them. At least in my opinion.
RE: Axis AI Favors River Crossing Attack?
Posted: Sun Oct 16, 2016 6:20 pm
by EdwinP
I would like to the see the AI occasionally launch a Sea Lion invasion of the UK. As part of this I would suggest moving the Italian fleet to the English Channel after Poland surrenders - this gives enough time for the fleet to be reinforced to full strength.
RE: USSR AI does not respond to Turkish Invasion
Posted: Fri Oct 21, 2016 10:12 am
by sPzAbt653
I've a few computer moves to report, if they are worth any attention.
In this and the next two posts, I am still using v1.10b to finish up a game. I started this one as the Axis against the Allied computer, but in Jan. 1945 I switched sides so that I could run the Allies against the German computer. [At that point the Axis had taken all victory objectives except Stalingrad, and when I took over the Allies all I had was North America and a small bit of Russia].
This shot shows Murmansk, which the computer Axis is intent on taking, but he has not neutralized the port, which allows me to reinforce the Soviet corp turn after turn. I know it is a pretty specific example, but it is making the computer look a little dumb. He has a Strat there to use, or he could move one sub or ship there to do the trick.

RE: USSR AI does not respond to Turkish Invasion
Posted: Fri Oct 21, 2016 10:16 am
by sPzAbt653
This shot shows an area south of Rostov that the computer Axis bypassed. When I switched sides Novorosisk was Axis occupied, but the computer abandoned it.

RE: USSR AI does not respond to Turkish Invasion
Posted: Fri Oct 21, 2016 10:19 am
by sPzAbt653
And finally here is Stalingrad, held by a lone HQ and bypassed by the Axis as the moved on to the east [with a lone corp left behind to watch]. It could be that the computer is smart enough to know that if it takes Stalingrad, the game will end, thus ending the fun, so it leaves it Soviet controlled [;)]

RE: USSR AI does not respond to Turkish Invasion
Posted: Fri Oct 21, 2016 2:25 pm
by xwormwood
I've started a new 1942 game against the exp. Axis AI.
The AI left nearly all of its HQs in a vulnerable (frontline or near the frontline with no protection blocking advance points) position after turn one- my soviet units could nearly kill one, while damaging 2 or three more for several strength points.
RE: Strategic Command AI
Posted: Fri Oct 21, 2016 5:05 pm
by Hubert Cater
ORIGINAL: 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
This should be improved with v1.00.11a... as well as hopefully a bit of a better RN response as there were cases where the RN was out as a FLEET looking for raiders or for the possible Axis Fleet movement where it tries to break out into the Atlantic.
RE: Delayed US offensive in Africa
Posted: Fri Oct 21, 2016 5:08 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)
This should be fixed now for v1.00.11a as there was a rare case if the US units were not in the correct area, it wouldn't properly declare war on Tunisia and advance towards Tunis.
RE: Axis AI Favors River Crossing Attack?
Posted: Fri Oct 21, 2016 11:07 pm
by Hubert Cater
ORIGINAL: EdwinP
On the Eastern Front I often see the AI move across a river hex side to attack a Soviet unit from a across a river (20% penalty), when it had the option to perform a non-river crossing attack (no penalty).
For these the AI will check to see if there is any potential combat result difference whether the attack is from its original position, or if it were to move, and/or if it will be an attack across a river... if the potential combat results are the same (sometimes it makes no difference) then it might move and it might even attack across a river if it brings the unit closer to its ultimate goal position.
RE: USSR AI does not respond to Turkish Invasion
Posted: Fri Oct 21, 2016 11:10 pm
by Hubert Cater
ORIGINAL: sPzAbt653
This shot shows an area south of Rostov that the computer Axis bypassed. When I switched sides Novorosisk was Axis occupied, but the computer abandoned it.
Some of these at the moment are purposeful in the idea that I have the AI ignore some locations, for capture or defense, so that it focuses more on other areas... it helps speed things up at times and it helps to direct the AI towards more important areas like in this case towards Stalingrad as opposed to getting sidetracked by the areas south of Rostov.
RE: USSR AI does not respond to Turkish Invasion
Posted: Fri Oct 21, 2016 11:11 pm
by Hubert Cater
ORIGINAL: sPzAbt653
And finally here is Stalingrad, held by a lone HQ and bypassed by the Axis as the moved on to the east [with a lone corp left behind to watch]. It could be that the computer is smart enough to know that if it takes Stalingrad, the game will end, thus ending the fun, so it leaves it Soviet controlled [;)]
This one is definitely a bug and I've just fixed it on my end... Stalingrad was erroneously on the Axis AI planning exclusion list and not sure why to be honest... but it is now corrected for the next build or hotfix.
RE: USSR AI does not respond to Turkish Invasion
Posted: Fri Oct 21, 2016 11:14 pm
by Hubert Cater
ORIGINAL: Xwormwood
I've started a new 1942 game against the exp. Axis AI.
The AI left nearly all of its HQs in a vulnerable (frontline or near the frontline with no protection blocking advance points) position after turn one- my soviet units could nearly kill one, while damaging 2 or three more for several strength points.
This is a tricky one and partly due to the OOB for the Axis at the start of the campaign which has a few of these HQs right near the front or in cities which complicates some of the potential protection routines for them... typically after a few turns it will sort itself out better but there are indeed some vulnerabilities right after the first turn.
However, when I tested it again today I see that using some of the Soviet units to stretch forward to attack the HQs almost left the Soviets more vulnerable, i.e. in most cases it seemed to be a less than ideal play, so I might just leave it all as is for now.
RE: USSR AI does not respond to Turkish Invasion
Posted: Sat Oct 22, 2016 10:13 am
by xwormwood
ORIGINAL: Hubert Cater
ORIGINAL: Xwormwood
I've started a new 1942 game against the exp. Axis AI.
The AI left nearly all of its HQs in a vulnerable (frontline or near the frontline with no protection blocking advance points) position after turn one- my soviet units could nearly kill one, while damaging 2 or three more for several strength points.
This is a tricky one and partly due to the OOB for the Axis at the start of the campaign which has a few of these HQs right near the front or in cities which complicates some of the potential protection routines for them... typically after a few turns it will sort itself out better but there are indeed some vulnerabilities right after the first turn.
However, when I tested it again today I see that using some of the Soviet units to stretch forward to attack the HQs almost left the Soviets more vulnerable, i.e. in most cases it seemed to be a less than ideal play, so I might just leave it all as is for now.
You're right, i too took heavy losses because of my attacks on the HQs. So the ship is not sinking, but the sea valves should be checked nevertheless.

RE: USSR AI does not respond to Turkish Invasion
Posted: Sat Oct 22, 2016 11:31 am
by EdwinP
After Italy enters the war the Allies can leave Malta ungarrisonned; I move the AA unit elsewhere, and the AI will do nothing. A human player would consider using an airborne unit (if 2 or more Allied naval units in the area) or minor amphibious invasion to take Malta.
RE: USSR AI does not respond to Turkish Invasion
Posted: Sat Oct 22, 2016 12:57 pm
by xwormwood
ORIGINAL: EdwinP
After Italy enters the war the Allies can leave Malta ungarrisonned; I move the AA unit elsewhere, and the AI will do nothing. A human player would consider using an airborne unit (if 2 or more Allied naval units in the area) or minor amphibious invasion to take Malta.
For this the human player would have to KNOW that Malta is empty. I myself don't check too often, as ships are very likely attacked, and air planes might be damaged.