AI Retreats
Posted: Tue Feb 11, 2020 9:18 pm
While v1.23.05 Beta [7] (7 updates to get this right!!) is in the hands of MapleLeaf and his pbem groups to verify all is well, I have been spending some time working on strategic retreats for the AI. The AI code has checks for defensive actions and then offensive actions, but nothing really for retreats in the face of overwhelming numbers. Well, at least 3:2. I've added a few functions for retreats and, after several days of troubleshooting, finally go what I wanted in the screenshot.
At this point, I can now fiddle with parameters like range and combat factor ratios, and also look at retreating two areas depending on season and terrain. For the 1812 setup, Russia needs to step back. And other Russian corps need to be restrained from offensive actions. So 1812 is a good test to see how this works.
Once I get retreats working to my satisfaction, I want to look at strategic advances to get armies moving forward. Russia in 1805 and France in 1812 are examples. If enemies are fairly close the game works OK, but not so good if targets are out of range.

UPDATE 2/14/2020. v1.23.05 Beta [8] now. Still getting there. But while I wait another week or so for good news, I will work on AI strategic retreats and advancements...
At this point, I can now fiddle with parameters like range and combat factor ratios, and also look at retreating two areas depending on season and terrain. For the 1812 setup, Russia needs to step back. And other Russian corps need to be restrained from offensive actions. So 1812 is a good test to see how this works.
Once I get retreats working to my satisfaction, I want to look at strategic advances to get armies moving forward. Russia in 1805 and France in 1812 are examples. If enemies are fairly close the game works OK, but not so good if targets are out of range.

UPDATE 2/14/2020. v1.23.05 Beta [8] now. Still getting there. But while I wait another week or so for good news, I will work on AI strategic retreats and advancements...






