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Number of VL locations/AI effectiveness

Posted: Sat May 02, 2009 7:00 pm
by benpark
I am pretty impressed with the improvements of this steroid version of CC5, but I was wondering how much better a fight might be offered with having only 2-3 VL's per map that would be relatively close to one another. As it stands now, there are usually 5-6 VL's that are spread throughout the map in very disparate locations.

In CC2, the maps were smaller, and the fight vs the AI was pretty intense. The maps sizes of CC5 are nice and large for maneuver, but the computer player (particularly as attacker) can have a difficult time with so many options for attack/defense. I'm sure this is mod-able, but I'm wondering what people think of the idea of around 3 VL's per map that are not too distant from one another and how much better it might make the battles vs. the AI.

RE: Number of VL locations/AI effectiveness

Posted: Sun May 03, 2009 4:36 am
by samarobriva
The Ai does not defend all its VL. From what I have experienced its actions are merely concentrated on exit points

RE: Number of VL locations/AI effectiveness

Posted: Sun May 03, 2009 1:21 pm
by Tejszd
That is probably a good thing as those exit VL's allow the BG to advance and retreat (when the adjoining map is empty) if required to....

RE: Number of VL locations/AI effectiveness

Posted: Sun May 03, 2009 2:36 pm
by samarobriva
True, but if I'm correct exit points counts for fewer points as central points in battle results

RE: Number of VL locations/AI effectiveness

Posted: Sun May 03, 2009 5:25 pm
by benpark
VL's at the very edge of the playable area seem to devalue the point of having larger maps, as there are less chances for maneuver when the goal is to capture a location reachable by few possible avenues. Couldn't the VL's be for the road leading off of the map, further in?