Difficulty setting?

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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vils
Posts: 227
Joined: Fri Jan 11, 2002 10:00 am
Location: Stockholm, Sweden

Difficulty setting?

Post by vils »

Is there a difficulty setting so i can choose Easy Med or Hard on the AI Player?
Take Command! - Lewis E. Lyle
shall9
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Joined: Sat May 04, 2002 8:16 pm
Location: Watkinsville, GA

Post by shall9 »

Since nobody else wants to answer I'll see what I can remember. There is a setting for Japan using historical sub tactics or not. Historically they went after warships and left cargo ships alone. That can make a huge difference in how you have to play as the US. They is also a setting to adjust the % of ships a side got historically. By raising or lowering this % you can make it harder or easier on a side. You can also tamper with how reinforcements come in. I don't remember where you can actually set the AI but I could be wrong.
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Joel Billings
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Post by Joel Billings »

I posted this on another thread (and yes their are 4 AI setttings, easy, historical, hard and very hard):


I can honestly say that UV got more development time on the AI than any other game that I have ever worked on (which is most of Gary's previous games). This is mostly because while Mike and I were creating the interface, Gary and I were constantly reworking the AI as we were able to test it over and over again (and I was able to put in significant time playing against it). Gary had a prototype of UV working by mid 2000. Although the interface was virtually non-existent, it was playable. Heavy duty interface work began in early 2001, and although Gary did some work on WitP and Eastern Front during 2001, a lot of his time (and mine) was spent improving the game combat modules and the AI. While Mike, David and Keith spent a lot of time on the look and feel (and sound) of the game, Gary kept improving the AI.

With that said, I still expect the serious gamer (which is most of you) to beat up on the AI pretty quickly. The only cheating (at the "historical difficulty level") I can remember that we put in the game for the AI has to do with the way ships are committed. We give it a slightly easier time getting trasports committed to the theater so it won't totally run itself out of supply. Of course, we provide 2 harder difficulty levels which does add some AI cheating. For most of you, the AI will keep you busy for a few games at the historical level, and then I strongly suggest bumping the AI up to at least the hard level to keep the challenge. Unlike WitP, UV does not have theater HQ's that can be turned over to the AI, so there is nothing that I know of that the human player can do to cheat. Although WitP uses theater HQ's (currently 7 per side), hopefully we can keep the cheating to a minimum.

The bottom line is that although we spent more time on UV than we had intended (and maybe more than was justified financially), you should see the pay off in the game, especially in the AI. At least we hope you will.

Joel
All understanding comes after the fact.
-- Soren Kierkegaard
vils
Posts: 227
Joined: Fri Jan 11, 2002 10:00 am
Location: Stockholm, Sweden

Another great answer!

Post by vils »

Thanks! It seemes that this game has no drawbacks at all! :-)

Just a quick note: Can you promise AI won't cheat at all in the historical setting??
Take Command! - Lewis E. Lyle
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