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General AI Issues
Posted: Tue Mar 08, 2016 9:47 am
by basilstaghare
Enjoying the game immensely...
Just some feedback on AI:
1. AFV's do not seem to turn to face the closest/more dangerous enemy armor threat. I am seeing a pattern emerge that when enemy armor is attacked from the rear, it simply stops and tries to shoot back but will not turn to face the enemy with its front. They usually die from rear penetrating shots...
2. When deploying reserve armor, the AI seems to deploy the armor facing the wrong way...same deal, it will turn its turret to engage, but it wont face you with its front armor...
3. I notice that when the AI is trying to move routed squads (especially in the open), they sometimes will simply move back 'n forth, effectively staying place, even when cover is available nearby...
Thanks.
RE: General AI Issues
Posted: Tue Mar 08, 2016 1:32 pm
by basilstaghare
ORIGINAL: basilhare_ssl
2. When deploying reserve armor, the AI seems to deploy the armor facing the wrong way...same deal, it will turn its turret to engage, but it wont face you with its front armor...
It appears that proper use of the "covered arc" special rule might help this issue somewhat....
Thanks.
RE: General AI Issues
Posted: Tue Mar 08, 2016 2:13 pm
by okiefire1
I've also noticed AFV AI is a bit weak. I've seen one start engine, not do anything, then stop engine. Others have bounced back and forth between two hexes and change facing several times in both (like it's looking for something). But they don't get into the fight.
RE: General AI Issues
Posted: Tue Mar 08, 2016 2:43 pm
by DingBat
There's one scenario, I'm not sure which it is but it's the one where the Germans get VPs for exiting units off the west edge.
Anyway, in that scenario, the computer, as Soviets basically set up in the exit hexes on the west edge of the map. At least half the units were set up in the open. I won with a massively overwhelming victory. It feels like this scenario was a major problem for the AI.
RE: General AI Issues
Posted: Tue Mar 08, 2016 4:38 pm
by Paullus
Try Scenario 26 - Tigers on their own as a German player. [;)]
RE: General AI Issues
Posted: Tue Mar 08, 2016 11:25 pm
by DoubleDeuce
ORIGINAL: DingBat
There's one scenario, I'm not sure which it is but it's the one where the Germans get VPs for exiting units off the west edge.
Anyway, in that scenario, the computer, as Soviets basically set up in the exit hexes on the west edge of the map. At least half the units were set up in the open. I won with a massively overwhelming victory. It feels like this scenario was a major problem for the AI.
I had a similar issue with a scenario I am working on. All the British units moved the map edge after entering on turn 4 and set up in big stacks there with 2 of the 3 stacks sitting in the open. They sat there the remaining 4 turns.
RE: General AI Issues
Posted: Tue Mar 08, 2016 11:44 pm
by UP844
ORIGINAL: DingBat
There's one scenario, I'm not sure which it is but it's the one where the Germans get VPs for exiting units off the west edge.
I think it is scenario "020 - Open the Gate". Victory conditions are listed as follows:
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides get VPs for owning VP Objectives
and the Germans gains VP for exiting units at off the map via Exit hexes.
There are no VP Objectives, however, and the Soviets - with the exception of a non-mobile AT gun - place themselves on the Exit hexes, becoming easy meat for the German AFVs and for infantry shooting from the safety of buildings.
I met a similar situation in scenario "012 - 7th Somerset at Oosterhout": when playing with the British, the Panther goes straight to the bottom left Exit hex and the infantry that is supposed to guard the lower bridge follows. The first time I played as the British, I exited all my units from the right side of the map: sometimes I heard the Panther moving, but I never saw it (and with a single Sherman III, I was not exactly eager to met it [:D]).
I tried adding a VP Hex near the large stone building where the infantry sets up: some times they stay here, some others they don't [&:]. The Panther, however, invariably goes to hide in the exit hex at the bottom left corner of the map [&:] [&:].
RE: General AI Issues
Posted: Wed Mar 09, 2016 12:30 pm
by iPhoneAppz
I'm having a similar issue with the AI. I implemented the first scenario from (the excellent) An ASLSK Tutorial by JAY RICHARDSON. In this scenario, the Americans have 1 turn to take a victory point and the Germans have to just hold it. When I play as the Germans, the American AI makes no effort to get the VP even though he'll lose if he doesn't take it. I'll upload the scenario when I get home tonight.
RE: General AI Issues
Posted: Wed Mar 09, 2016 4:52 pm
by Paullus
You can try changing the AI behavior a bit. Add a couple of AI only units that has an AI Special Command. Try Either ATTACK or DEFEND A HEX and set the hex to a VP Objective hex.
RE: General AI Issues
Posted: Thu Mar 10, 2016 12:16 am
by DingBat
ORIGINAL: Paullus
You can try changing the AI behavior a bit. Add a couple of AI only units that has an AI Special Command. Try Either ATTACK or DEFEND A HEX and set the hex to a VP Objective hex.
I hate to be a pest, but the unasked question here is: Did no one play test these scenarios? It seems like the behavior of the AI in situations where the victory is determined by exit hex should be called a defect. It also seems as if this would have been hard to miss in a play test.
RE: General AI Issues
Posted: Thu Mar 10, 2016 12:44 am
by iPhoneAppz
Yep, I tried that. I set all of the units to attack the VP hex. No dice. Then I set them all to defect the hex. No dice.