One Advantage the AI Has is Movement

Carriers At War is Strategic Studies Group famed simulation of Fleet Carrier Air and Naval Operations in the Pacific from 1941 - 1945.

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Adam Parker
Posts: 1848
Joined: Tue Apr 02, 2002 8:05 am
Location: Melbourne Australia

One Advantage the AI Has is Movement

Post by Adam Parker »

I think it's excellent to be able to set up way-points for player movement but has anyone noticed that the AI constantly moves its TG's around almost 1 hex every tick of the clock in a circle or up and down etc?

It has thrown off numerous of my air strikes as the tactic should - it's like zig-zaging BUT it's almost impossible for the human to replicate unless the game turns into a click-fest.

So would it be possible to have a movement feature where we can tell a TG to "keep moving within a grid"? The player is then able to set the grid's parameters - eg 2 hexes, 3 hexes or 4 hexes. It looks like the AI's movement is random so this could be an option too. For any other movement the way-point system should suffice.

My score at Coral Sea:

US Carriers lost 18
IJN Carriers lost 3..... my game crashed in the big moment after taking the Zuikaku and Shokaku out. It's like getting hole in one when nobody's watching.
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alexs
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RE: One Advantage the AI Has is Movement

Post by alexs »

The AI travels at exactly the same speed as the human player. The moving around you are seeing is likely just new sighting reports where the position is slightly different than the last report. The reports generally have some amount of randomness to the reported location - based on a few factors (ie pilot skill, weather, distance from the carrier or landbase).
The AI does have at it's disposal a "Patrol" action - where the scenario designer is able to set the locus and radius for a taskgroup to randomly patrol - something the human player would have to do by hand. It favours choosing hexes in it's patrol points that have more inclement weather (to make it harder to be spotted). The idea to have some kind of similar functionality for the human player was thrown around but didnt make it into the final build mainly for time and gui reasons.
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LarryP
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RE: One Advantage the AI Has is Movement

Post by LarryP »

Could it be added later with a patch maybe? [&:]
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