Computer operationall control

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Mist
Posts: 483
Joined: Tue Nov 21, 2000 10:00 am
Location: Russia, Moscow

Computer operationall control

Post by Mist »

Hi!
Did anyone try to set HQs under computer operational control? Manual is VERY brief about what this HQ does. I'd be very gratefull to anyone who will share his experience with me.
Svar
Posts: 379
Joined: Thu Sep 07, 2000 8:00 am
Location: China Lake, Ca

Post by Svar »

Originally posted by Mist:
Hi!
Did anyone try to set HQs under computer operational control? Manual is VERY brief about what this HQ does. I'd be very gratefull to anyone who will share his experience with me.

Mist,

Any game you are playing against the computer can be started in the 2 human player mode from any save game. Then all former AI controlled HQs will be under computer operational control and play just like the AI.

Svar
Ed Cogburn
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Location: Greeneville, Tennessee - GO VOLS!
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Post by Ed Cogburn »

Originally posted by Mist:
Hi!
Did anyone try to set HQs under computer operational control? Manual is VERY brief about what this HQ does. I'd be very gratefull to anyone who will share his experience with me.


Well, to be honest, considering the stupidity of the AI, I never tried this. Same with PACWAR.
Mist
Posts: 483
Joined: Tue Nov 21, 2000 10:00 am
Location: Russia, Moscow

Post by Mist »

Thanx for replies men <img src="wink.gif" border="0">
Did any of you ever think about possibility of playing against AI but giving only objectives and reserves to your HQs? It could be interesting war since you will not be able to control every single division and air group(very historical <img src="tongue.gif" border="0"> ).
But I still have no idea how exactly HQ tries to fullfill my orders. Seems like I will explore this feature by myself.
Ed Cogburn
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Post by Ed Cogburn »

Originally posted by Mist:
Thanx for replies men <img src="wink.gif" border="0">
Did any of you ever think about possibility of playing against AI but giving only objectives and reserves to your HQs? It could be interesting war since you will not be able to control every single division and air group (very historical <img src="tongue.gif" border="0"> ).


I've seen the AI pull a Soviet unit out of the swamp square northeast of Leningrad that led to the fall of that city. I've also seen the AI at the end of a game it was losing, playing the Soviets, pull a unit out of the front lines at Gorki and leave that city and the rail completely open, and Gorki was the final city needed to win by victory points. It is moves like that that prevent me from ever using the AI as an ally. There is too much effort invested in playing this game to be lost when the friendly AI leaves an opening the enemy pounces on and hurts you badly.
Barbos
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Joined: Fri Mar 02, 2001 10:00 am

Post by Barbos »

Indeed the AI often plays quite stupid. When I start the 1943 campagn in a few turns it always leaves the key hex near Leningrad unoccupied. Objectively obvious that AI too easily withdraw its units from hexes wiht high fortification level. Shouldn't we ask Arnaud to fix it?
Playing vs AI I regularly (say once per month) start saved game in "both human" mode, set the AI's troops so that it makes some sense, save and play vs AI again. This makes playing more challenging.
Mist
Posts: 483
Joined: Tue Nov 21, 2000 10:00 am
Location: Russia, Moscow

Post by Mist »

Well. AI stupidness is very famous. I know it.
But human playing against AI is easy game. I just think whether is it possible to play against AI while controlling your HQs only on strategic level. It can be like General Commander giving orders to his generels, giving them nessessary reserves, but not controll every single unit in the game. Did anyone try this?
I tried to make several turns, but I have no idea how setting objectives to HQ changes its behaviour. For example what objectives should be given to army groups? How far objective should be set from frontline? DOes AI push stronger if objective is far from the front line? That are the questions I can't answer on yet.
Ed Cogburn
Posts: 1641
Joined: Mon Jul 24, 2000 8:00 am
Location: Greeneville, Tennessee - GO VOLS!
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Post by Ed Cogburn »

Originally posted by Barbos:
Objectively obvious that AI too easily withdraw its units from hexes wiht high fortification level. Shouldn't we ask Arnaud to fix it?


AI things are not dealt with now because the AI code is so hard to understand. Arnaud working on AI code is still down the road aways.
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