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Strategic Withdrawls

Posted: Fri Jul 24, 2009 12:25 am
by Stryder
Are there built in controls to limit the ability of the player to take huge steps back? In the 6/1941 scenario as the USSR, you could step back to a Leningrad, Moscow, Voronezh line and have a decent entrenchment value by the time the AI managed to get to you.. not as successful when playing against a human player but still helped

Also, the AI did not set up cohesive defensive lines that well in WIR and frequently did not defend strategic points that well, how is that coming along?

RE: Strategic Withdrawls

Posted: Fri Jul 24, 2009 12:33 am
by siRkid
There are no physical limitations to pulling back. Some of the testers have done this in their games. However, if the Russian player does this, he will not be able to relocate all his factories and along with the production he will and manpower that he will need to build units.
 
Whenever we report that the AI is not defending a location, Gary fixes it. Also, Gary has been working on code that helps the AI deal with being in a pocket. I've seen it in action and the AI does a good job of trying to escape.

RE: Strategic Withdrawls

Posted: Fri Jul 24, 2009 12:42 am
by Stryder
Thanks Kid!!


is there a limit per turn to how far a unit can move without using train transport?

some type of operational limit would seem to make sense.... you can't move millions of men hundred of miles in a week or two

does the AI properly protect flanks when armored units break through? I remember keeping armor in reserve behind the infantry and repeatedly being able to force the Tank armies to shatter or surrender.... I could avoid defeat no matter how much of an advantage I gave the AI. The AI never ensured that breaches in my lines were properly exploited and protected.

RE: Strategic Withdrawls

Posted: Fri Jul 24, 2009 1:07 am
by Sabre21
I will add here that every unit has a number of movement points (mp's) to use each turn. These mp's may vary based on weather, terrain, supply, etc. So every unit can move to some degree each turn. The rail just lets you move them a long distance, but that is limited.
 
As for the ai, Gary is constantly tweaking it. Everytime one of us finds an easy way to beat the ai, Gary has a new fix in within a patch or two..whch we get quite often at this point. The game is still in a very early stage and the ai does better with each patch.