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About AI - 12/20/2012 5:23:53 PM   
Jafele


Posts: 425
Joined: 4/20/2011
From: Seville (Spain)
Status: offline
Last week I had a debate with some friends about PCO AI. All of us found the scenarios and campaigns extremely challenging. On the other hand we agreed that random battles are not so difficult to win. We have reached the conclusion that the initial position of the AI troops (the Setup) is an important factor to win single games. In other words: in random battles the AI setup is not fixed and tend to have a bizarre position when needs to defend flags. Are we wrong?

PS: Those interesed in these issues should take a look to this article about "Heroes V" AI:

http://www.bonddisc.com/ref/h5/ai.htm
Post #: 1
RE: About AI - 12/20/2012 6:08:04 PM   
Mobius


Posts: 9047
Joined: 6/30/2006
From: California
Status: online
You probably are right. Pre-made scenarios have been playtested many times to make them interesting, challenging and more or less fair. The situation is probably chosen because it was so.

(in reply to Jafele)
Post #: 2
RE: About AI - 3/21/2013 10:01:20 PM   
CB60

 

Posts: 8
Joined: 7/19/2012
Status: offline
That would explain the Soviet 'anti-tank gun rush' in the last scenario I played as the Germans in a random campaign. The AI is obviously weaker as the attacker in an unscripted scenario, but that's true of most games.

(in reply to Mobius)
Post #: 3
RE: About AI - 3/22/2013 1:49:46 AM   
Rick

 

Posts: 12127
Joined: 4/20/2000
Status: offline

I would encourage you to download the mod shown here for random battles:

http://www.matrixgames.com/forums/fb.asp?m=3163545

It will be incorporated into the next patch and should improve the force selection routines in random battles. While the subject title refers to 100%Infnatry battles, it can impact on any Random Battle that includes any infantry.

Another thing that you might consider is increasing the points available to the AI for unit purchases.

Random battle force placement is certainly an issue. If you are using the Random Battle Generator, you can actually create your own force templates that may work better. The templates that are used now have been created with the maximum number of setup locations so that they can be used in Random Campaigns. In Random Campaigns, force mix and objective locations become an issue if setup templates have limited setup locations. This means that map templates have some locations that are less than optimal.

But if you are using the RBG, you can use templates with considerably fewer setup locations.

If folks are interested, I can provide some guidance on creating custom templates.

Thanks
Rick

(in reply to CB60)
Post #: 4
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