A Note to the Devs on AI

A brand new campaign-based 3D tactical engine covering combat in World War II, from the developers at Koios Works. The first operation covered is the famous "Wintergewitter" or Winter Storm, a desperate attempt by Hoth's 57th Panzer Korps to break through to the encircled 6th Armee at Stalingrad and the Soviet counter-attack by 2nd Guards Army that drove them back.

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ravinhood
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A Note to the Devs on AI

Post by ravinhood »

I know I have no clue how your AI is going to work or react. But, I did want to bring up some silly things the AI in Combat Mission did that I hope you can phase out with your AI.

One was the banzai attacks toward the end of the scenario (even when it was winning) to try to take remaining objective flags. I hope there is someway you can program the AI that when it is winning and only a few game turns remain that it will hold it's position and not single file it's units out into the open for grand scale massacre that just turns the tide in favor of the player and sort of ruins the game experience.

Second was the ability to stack up groups of units on the edges of the game map and plowing straight ahead to reach the flanks and rear of the computer AI, thus pretty much decimating it every game played this way. Yeah I wish games didn't have map edges and people like me didn't think of things like that, but, heh, well I did and it made it pretty easy to destroy the AI this way. Well at least until CMAK, I noticed Battlefront at least paid attention to mine and others comments about this and started placing some heavy anti tank and anti infantry guns near the map edges. ;)

I'm really looking forward to a challenging game experience from this tactical goody. I love tactical games, but, when the AI is so pitiful (like RTW's and parts of Combat Mission) it's just no fun to play it after one or two times and realizing the AI isn't going to be any challenge.

Also I hope you can add some player optional settings to increase the AI's difficulty. Sliders, point variations to die rolls, increased unit amounts, etc. etc. OPTIONS for increasing the AI difficulty are always welcome. ;)
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik! ;) and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?


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Mad Cow
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RE: A Note to the Devs on AI

Post by Mad Cow »

Good questions, which I await the answers too.
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Erik Rutins
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RE: A Note to the Devs on AI

Post by Erik Rutins »

ORIGINAL: ravinhood
One was the banzai attacks toward the end of the scenario (even when it was winning) to try to take remaining objective flags. I hope there is someway you can program the AI that when it is winning and only a few game turns remain that it will hold it's position and not single file it's units out into the open for grand scale massacre that just turns the tide in favor of the player and sort of ruins the game experience.

No last minute Banzai that I've seen so far.
Second was the ability to stack up groups of units on the edges of the game map and plowing straight ahead to reach the flanks and rear of the computer AI, thus pretty much decimating it every game played this way. Yeah I wish games didn't have map edges and people like me didn't think of things like that, but, heh, well I did and it made it pretty easy to destroy the AI this way. Well at least until CMAK, I noticed Battlefront at least paid attention to mine and others comments about this and started placing some heavy anti tank and anti infantry guns near the map edges. ;)

The AI seems to react to this pretty well based on a quick test I did yesterday. With that said, concentration of force in general is a good thing. The AI does not hug the map edges.
Also I hope you can add some player optional settings to increase the AI's difficulty. Sliders, point variations to die rolls, increased unit amounts, etc. etc. OPTIONS for increasing the AI difficulty are always welcome. ;)

We have Easy, Normal and Hard settings so far. The main difference right now points given to each side, the AI is the same as far as I know on each setting.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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