To continue my reply. We have also added a unit reassessment history which records what reassessment actions a force has done previously. We then use this to ensure that a force that is not making progress does not keep repeating the same responses. So now a force that has previously tried to bypass will be less likely to bypass this reassessment and therefore more likely to respond in some other manner - eg change formation, launch an attack etc. The user can review this reassessment history by selecting a force and looking at its "Log" display in the Side Bar - neat heh,
So I think that the changes I've mentioned will mean that the AI controlled 30th Corps will be more likely to either bypass or launch an attack agaist the German blocking position at Elst. And if it does launch an attack its armour supriority will have amore telling effect as it shoots the infantry onto the objective. Also you will find that while assaulting infantry in covered terrain will still enjoy a "shock effect" the German defenders at the Arnhem road bridge will more then likely "retreat in place". So while their return fire will be less effective they will stand longer - maybe long enough to recover and deny the British Para assault their objective.
I am very happy with the way this current version of the game is playing. We still have a few things to tidy up and a few more scenarios to design. But overall I believe we've got a great game coming to you. Here's is what Bil Hardenberger, one of our most experienced beta testers had to say on the last build 59.
Just had a chance to finally boot up build 59 last night and I must say that I am very impressed. I think this game has come a long way... I especially liked watching units retreat while maintaining their facing![]()
