AI levels?

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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wolf14455
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AI levels?

Post by wolf14455 »

I playing against an AI that must be cheating with production. What lvl of AI do I set to get them on par with me production wize?
I see 4 lvls of AI. AI-,AI,AI+ and AI++. What do these lvls entice exactly?
SwedeWolf

I was called Lill Sputnik (Little sputnik) as a baby in 58-59
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Tac2i
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RE: AI levels?

Post by Tac2i »

If you are having trouble dealing with the standard AI you definitely do not want to try AI+ or AI++. The AI- settings reduces some of the standard AI production bonuses. That said, with some experience, you should be able to handle the standard AI. Stabilize, hold and then go on the offensive. In my experience you should be able to accomplish those tasks in the first 12-18 turns.

On a side-note I wish folks would not call giving the AI some perks as 'cheating.' I do not know of a single wargame where the AI isn't helped along with some perks to make for a more challenging game vs a human player. I have seen games where this is overdone but ATG isn't one of them.
ORIGINAL: Swedewolf

I playing against an AI that must be cheating with production. What lvl of AI do I set to get them on par with me production wize?
I see 4 lvls of AI. AI-,AI,AI+ and AI++. What do these lvls entice exactly?
Tac2i (formerly webizen)
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wolf14455
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RE: AI levels?

Post by wolf14455 »

Thanx for the answer. I agree that cheating wasnt the right word to chose but Im a number cruncher and when I see an oponent that got the same start as me outproduce me even if I kill more than loosing. I got no problem on the standard AI settings and pushing the enemy back. But it seams to be lot easier for the AI to both get unit upgrades, more resources uppgrades and more quality equipment than I. My human oponent(in a 2 human vs 2 AI)killed off all of one AI total attack force but some turns later the AI not only filled the lines he (she? [:)]) got better equipment and was pushing back. Still loving the game, just want to know what figures to expect. cheers
SwedeWolf

I was called Lill Sputnik (Little sputnik) as a baby in 58-59
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Tac2i
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RE: AI levels?

Post by Tac2i »

From the manual:
4.10 Opponents
By clicking on a Regime of your choice, you can
switch the player of the Regime between HUMAN, AI,
AI+, and AI++. The AI is the Artificial Intelligence (the
computer) which can be given a bonus (AI+) or a
super bonus (AI++) in its production power. A normal
bonus is 100%, while a super bonus is 250%.
This game comes with an adaptive Artificial
Intelligence, but seeing the complexity of the rules,
you should consider finding a Play by E-Mail opponent to
have a really challenging game. Also, consider giving
AI bonuses by selecting AI+ or AI++.

AI- isn't mentioned here as it was added to the game after it was released. Some players were initially complaining the standard AI was too hard for them. Vic gave them an 'easy' mode with the addition of AI- level.
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davebob
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RE: AI levels?

Post by davebob »

Took me a while to figure how to deal with production. The answer for me is in the editor. Here, one can change the production value of cities, thereby managing the number of units in the game.I found that normal production was to prolific, and "higher production costs" too severe.Halving city production seems to be closer to what I prefer. I then add cities to the map to adjust production for each regime. A regime in a poor location could get the boost of a couple cities near its capital. Next, I give each regime one of each factory, then set the parameters that no factories can be built. This prevents the ai from spamming a unit beyond realism. Should note for new Players, the ai does not behave differently from ai- to ai++, only production changes. If you are reluctant to engage the editor as I was, FIRST, learn the function of the "masterfile". This has not much been emphasized in the tutorials, I think, and makes editor much more user friendly.
Having said that,that being said,that having been said,saying that,that having been said,having said all that,that said.....
Philo32b
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RE: AI levels?

Post by Philo32b »

ORIGINAL: davebob

Took me a while to figure how to deal with production. The answer for me is in the editor. Here, one can change the production value of cities, thereby managing the number of units in the game.I found that normal production was to prolific, and "higher production costs" too severe.Halving city production seems to be closer to what I prefer. I then add cities to the map to adjust production for each regime. A regime in a poor location could get the boost of a couple cities near its capital. Next, I give each regime one of each factory, then set the parameters that no factories can be built. This prevents the ai from spamming a unit beyond realism. Should note for new Players, the ai does not behave differently from ai- to ai++, only production changes. If you are reluctant to engage the editor as I was, FIRST, learn the function of the "masterfile". This has not much been emphasized in the tutorials, I think, and makes editor much more user friendly.

Thanks for this--I found your settings interesting and would like to try them myself. How do you set the parameters so that no new factories can be built? I searched through the settings and could not find it. The closest I found was disabling any infrastructure from being built, but that seemed to also forbid fortifications, which I didn't want to forbid.
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Ormand
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RE: AI levels?

Post by Ormand »

Forbidding factories is not too hard. It is really a two step process. In the editor you need to click the "LT" button, this brings up the Loctype editor. Scroll down to the Aircraft factory, click on "Statistics" in the window. Right below this window are some buttons, you will see "Buidable True". Click this, and it will change to False. At this point human players can't build the factory, but the AI can. Thus, click on "AI autobuild" in the window. On the left side there will be buttons, and you will see "AI Can Free Build: True". Click this button to change this to False. I don't think you need to do anything about the events. Repeat this for Tank and Artillery Factories. Save, and then factories will not be allowable with that masterfile.

You will also have to decide if you want to allow Shipyards as well. This is only for human players. It is a bit unfair to keep it against the AI since the AI doesn't really do ships well as it is.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
Philo32b
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RE: AI levels?

Post by Philo32b »

Thank you, but when I click on "Buildable True" nothing happens. It doesn't toggle at all. Is there some way to unlock edits like this on the map?

I am trying to edit a map that had been randomly generated for a particular game. Do I need to save it and edit it from the main menu instead?
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Twotribes
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RE: AI levels?

Post by Twotribes »

Once you have a game started and are in the game screen the only way to edit it is to disengage the masterfile.
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Philo32b
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RE: AI levels?

Post by Philo32b »

Great--thanks! With everyone's feedback it now works. I appreciate the help.
davebob
Posts: 63
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RE: AI levels?

Post by davebob »

ORIGINAL: Philo32b

ORIGINAL: davebob

Took me a while to figure how to deal with production. The answer for me is in the editor. Here, one can change the production value of cities, thereby managing the number of units in the game.I found that normal production was to prolific, and "higher production costs" too severe.Halving city production seems to be closer to what I prefer. I then add cities to the map to adjust production for each regime. A regime in a poor location could get the boost of a couple cities near its capital. Next, I give each regime one of each factory, then set the parameters that no factories can be built. This prevents the ai from spamming a unit beyond realism. Should note for new Players, the ai does not behave differently from ai- to ai++, only production changes. If you are reluctant to engage the editor as I was, FIRST, learn the function of the "masterfile". This has not much been emphasized in the tutorials, I think, and makes editor much more user friendly.

Thanks for this--I found your settings interesting and would like to try them myself. How do you set the parameters so that no new factories can be built? I searched through the settings and could not find it. The closest I found was disabling any infrastructure from being built, but that seemed to also forbid fortifications, which I didn't want to forbid.
Note: Changing city pp production will result in a change in research cost. So,not changing anything, capital city will produce 40 pp, and staff 2 tech advance is 126. Halving city and capital stats 50% results in capital pp to 20, and staff 2 tech cost to 71. To adjust research back to vanilla, and retaining halved production, go to ResCostMod in the settings editor, change to 1.85 . Now, capital pp is 20, staff 2 is 123. These values can be experimented with to your preference easily. Start a small random game(quicker loading) adjust, and note the values, adjust, save within the editor. Start game, note production and research results. Change ? Quit, reload the saved scenario, adjust pp, research values....rinse and repeat. I am no expert on the editor, I still need to check to see how this method affects factory production. ALso, what the heck does "ResProdRelMod" in the editor settings do?
Having said that,that being said,that having been said,saying that,that having been said,having said all that,that said.....
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