I hope the tank AI gets another overhaul

Close Combat: Panthers in the Fog is the first new release (not a re-make of a previous games) in years in the critically acclaimed Close Combat series. It details the desperate German counter-attack at Mortain, the last chance of the Wehrmacht to stave off defeat in Normandy. Can you match the tenacity of the American defenders of Hill 314? Or can you succeed where the Panzers failed, driving through to the sea and changing history? Improved 32-bit graphics and the ability to control more squads than ever bring the Close Combat engine to a new level.
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PKH
Posts: 242
Joined: Thu Nov 17, 2011 5:26 pm

I hope the tank AI gets another overhaul

Post by PKH »

That's what makes me stop playing this game every time I decide to try it again. Even with the update which was released it is still a nightmare imo.
In particular:
- The resolution on placement of tanks is a bit too low imo, but I can live with that. The issue is that after having placed the tank roughly where I want it, the first thing it does when the game starts is to reposition itself.
- When reversing a tank, it will almost always change heading 180 degrees after stopping.
- Tanks can barely drive 15m straight without stopping, turning around, presenting their sides and rear to the enemy. Tanks need to be aware that heading matters, and the pathing needs to plan further ahead.
ComradeP
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Joined: Thu Sep 17, 2009 3:11 pm

RE: I hope the tank AI gets another overhaul

Post by ComradeP »

Hmm, so that issue wasn't fixed with the update? In that case I probably won't buy the game if it still isn't fixed in Panthers in the Fog.

I'm not sure if the terrain is actually build-up from smaller parts or terrain nodes or something like that which can't be entered from certain directions (that could explain the AI's preference for zig-zagging/diagonal movement from time to time). This is the only series where I see so many units not move in a line even if there's a straight line between them and their destination.

I do hope that, if it really still doesn't work in some instances, there will be more changes because I would not be amused if I buy the game and my tanks get stuck for minutes on the first ford they encounter because the movement AI's incompetent for some terrain types like in CoI.
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Pvt_Grunt
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RE: I hope the tank AI gets another overhaul

Post by Pvt_Grunt »

ORIGINAL: ComradeP

I'm not sure if the terrain is actually build-up from smaller parts or terrain nodes or something like that which can't be entered from certain directions (that could explain the AI's preference for zig-zagging/diagonal movement from time to time). This is the only series where I see so many units not move in a line even if there's a straight line between them and their destination.
Terrain is made up of many elements, each with their own properties. Some are passable by vehicles, some are not. If there is a gap of 3 or less passable elemants between 2 inpassable ones a tank will not go. Sounds good BUT, the image you see may look like the tank has enough room, but the coding behind the image may block the vehicle.

This causes a lot of angst for players where it LOOKS like a tank will fit on a bridge, but the tank AI doesnt see the image, only the coding underneath.
SapperAstro_MatrixForum
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RE: I hope the tank AI gets another overhaul

Post by SapperAstro_MatrixForum »

I had problems with the vehicles when I first played Close Combat games, but quickly got used to 'planning' my tanks route with multiple waypoint dots.

As for the '180 degree change' after stopping, I cured this by issuing a 'defend' order with the direction specified right from the word go. After pressing the start button, occasionally the tank will move just a little but then stop and point in the correct direction.

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