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AI City and Posture Issues

 
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AI City and Posture Issues - 8/2/2020 4:07:10 PM   
ramnblam

 

Posts: 197
Joined: 6/9/2020
From: Australia
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I'm pretty happy with how the AI reacts in general. It will punish gaps in your line, it will react to breakthroughs and form new defensive lines and attack when it has an advantage. It fails however to properly defend it's cities with enough units. To often have the AI had superior numbers and sometimes better units but I have been able to punch through and take the city (hard difficulty). After that it's all backslaps and blowjobs.

Also the AI will make some really interesting posture decisions and by that I mean really bad. I think they would benefit through much more judicious use of when to use a posture. I feel a lot of the time they would benefit from not using any at all.

So fellas whats your opinions?
Post #: 1
RE: AI City and Posture Issues - 8/2/2020 4:32:56 PM   
demiare

 

Posts: 470
Joined: 6/20/2020
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quote:

ORIGINAL: ramnblam

It fails however to properly defend it's cities with enough units.


Main question - do you keep enough units in your border city to withstand a strike from armored brigade? I'm 100% sure that not.

Currently we are too mobile - our motorized/mechanized forces capable to move several thousands kilometres at once, while enemy isn't allowed to respond at all.

Only option comes in my mind (except x2 reduce of movement speed) is to make Zone of Control real, allowing you to freely attack anyone trying to pass through it. So to move through enemy ZoC you will need at least 2 units - first to take Attack of Opportunity, second to move through.

Cheap&dirty option is to increase enemy territory move penalty from current -10 to at least -20, while actual ZOC penalty to at least -40 and make it 2 hex range (1 hex is -40, second circle is -30). This isn't a real fix, but will help at least a bit.

(in reply to ramnblam)
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RE: AI City and Posture Issues - 8/2/2020 4:44:36 PM   
ramnblam

 

Posts: 197
Joined: 6/9/2020
From: Australia
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It's not a movement problem. Clicky
Light infantry brigade. I just walked up and took the city. Got cut off a couple of turns but no real problem.

Now if they had garrisoned the city with a higher priority and then cut me off I would've been ****ed.

Edit2: Oh and yes demi I garrison my cities because I love my people and they are never hungry :D

< Message edited by ramnblam -- 8/2/2020 5:06:44 PM >

(in reply to demiare)
Post #: 3
RE: AI City and Posture Issues - 8/2/2020 5:00:02 PM   
Twotribes


Posts: 6801
Joined: 2/15/2002
From: Jacksonville NC
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Ya had one minor with like 8 units in capitol I moved next to it and then he moved 6 of his units out.

(in reply to ramnblam)
Post #: 4
RE: AI City and Posture Issues - 8/2/2020 5:19:40 PM   
ramnblam

 

Posts: 197
Joined: 6/9/2020
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Yeah they seem to really want to defend the city and make a good defensive line but ultimately leave it easy for a concerted push to take.

(in reply to Twotribes)
Post #: 5
RE: AI City and Posture Issues - 8/2/2020 5:28:16 PM   
lloydster4

 

Posts: 162
Joined: 6/19/2020
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quote:

ORIGINAL: demiare
Currently we are too mobile - our motorized/mechanized forces capable to move several thousands kilometres at once, while enemy isn't allowed to respond at all.


You're too mobile because you modded the manpower cost for transports

(in reply to demiare)
Post #: 6
RE: AI City and Posture Issues - 8/2/2020 5:30:39 PM   
ramnblam

 

Posts: 197
Joined: 6/9/2020
From: Australia
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quote:

ORIGINAL: lloydster4


quote:

ORIGINAL: demiare
Currently we are too mobile - our motorized/mechanized forces capable to move several thousands kilometres at once, while enemy isn't allowed to respond at all.


You're too mobile because you modded the manpower cost for transports



OOOOOOOOOOO **** Big Lloyds called HIM OUT

(in reply to lloydster4)
Post #: 7
RE: AI City and Posture Issues - 8/2/2020 5:36:23 PM   
demiare

 

Posts: 470
Joined: 6/20/2020
Status: offline
quote:

ORIGINAL: ramnblam
It's not a movement problem. Clicky


Jesus Christ! If your forces are in center then they're completely cut out. Even if you will capable to reconnect them on next turn they're out of supplies for at least 2 turn. With all penalties for then & being completely encircled - AI should easily wipe all your forces and recapture the city. Why it doesn't do it?
P.S. You're starving your soldiers, monster :P

quote:

ORIGINAL: lloydster4
You're too mobile because you modded the manpower cost for transports


Lol. C'mon, 1-2 light tanks battalions are current meta. They're enough to capture most cities once enemy is lured away as several players already confirmed here.

P.S. And reduced manpower cost for transports is confirmed to be unfinished content by Vic himself in technical issue sub-forum.

(in reply to lloydster4)
Post #: 8
RE: AI City and Posture Issues - 8/2/2020 6:35:56 PM   
ramnblam

 

Posts: 197
Joined: 6/9/2020
From: Australia
Status: offline

quote:

ORIGINAL: demiare

quote:

ORIGINAL: ramnblam
It's not a movement problem. Clicky


Jesus Christ! If your forces are in center then they're completely cut out. Even if you will capable to reconnect them on next turn they're out of supplies for at least 2 turn. With all penalties for then & being completely encircled - AI should easily wipe all your forces and recapture the city. Why it doesn't do it?
P.S. You're starving your soldiers, monster :P

quote:

ORIGINAL: lloydster4
You're too mobile because you modded the manpower cost for transports


Lol. C'mon, 1-2 light tanks battalions are current meta. They're enough to capture most cities once enemy is lured away as several players already confirmed here.

P.S. And reduced manpower cost for transports is confirmed to be unfinished content by Vic himself in technical issue sub-forum.



My troops in that situation should never have been able to capture the city to begin with. They were a light infantry brigade that I had stationed in the mountains while the main offensive was going on down south.

So maybe the problem is your able to lure away the enemies?

I did feel bad about those troops going without food for a couple of turns :(

(in reply to demiare)
Post #: 9
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