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[1.09.03] ai does not respect airbase levels

 
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[1.09.03] ai does not respect airbase levels - 5/22/2021 3:14:19 PM   
bvoid

 

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Joined: 5/16/2013
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As subject, I often see AI with fighters or other aircraft (lvl 2+ base req) stationed at lvl 1 airbases. Not sure if it allows them to fly or not, but clearly they shouldn't try to base there.

Another thing I've noticed is the AI will often not defend it's airbases properly. It retreated it's main battle line, but left it's airbase undefended despite having lots of stuff based there. A single militia guy can then walk in and entire airforce surrenders. This might be a topic for another thread tho.
Post #: 1
RE: [1.09.03] ai does not respect airbase levels - 5/22/2021 4:15:14 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
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From the manual :
quote:

6.1.16. aI rules dIfferenCes
The AI gets Free Airbase construction, but still has to pay for their operating
costs.
The AIs aircraft do not have Minimum Airbase Level rules, but still need
an Airbase to operate.
The AI does not try to establish Air Bridges as for now.
The AI does not get reduced Max Readiness and Readiness regain for
insufficient Airbase Points.

(in reply to bvoid)
Post #: 2
RE: [1.09.03] ai does not respect airbase levels - 5/22/2021 5:11:57 PM   
bvoid

 

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Joined: 5/16/2013
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Ok so it's intended. I keep thinking majors weren't supposed to cheat as much.

This has annoying consequences, the AI can put planes up at the frontline - but player can't in some circumstances. You can't upgrade an airbase to lvl 2 without a lvl 2 city. So would have to do contortions with zone borders if the frontline has a new colony.

Maybe we should be able to upgrade airbases without this restriction?

< Message edited by bvoid -- 5/22/2021 5:13:19 PM >

(in reply to BlueTemplar)
Post #: 3
RE: [1.09.03] ai does not respect airbase levels - 5/22/2021 6:17:31 PM   
zgrssd

 

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Joined: 6/9/2020
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You got something the AI has no hope of approaching - the ability to plan ahead. You can get a City to level 2, even before the need is unavoidable.
Or just bring some AA guns.

Vic decided to use more of those AI "easements" so he does not have to spend weeks coding a AI that will still fumble with those mechanics.

(in reply to bvoid)
Post #: 4
RE: [1.09.03] ai does not respect airbase levels - 5/22/2021 7:00:02 PM   
bvoid

 

Posts: 99
Joined: 5/16/2013
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I understand that.

Why can't we build airbases without need for city level tho? Building proper airbases in the middle of nowhere should be a thing, not just ones that support tiny recon planes.

With the way things are right now, I often find myself using helicopters instead. The lack of airbase requirement is a big deal once any kind of range is involved.

The obvious real-life example would be the American island hopping campaign in ww2.

< Message edited by bvoid -- 5/22/2021 7:01:03 PM >

(in reply to zgrssd)
Post #: 5
RE: [1.09.03] ai does not respect airbase levels - 5/22/2021 10:07:13 PM   
BlueTemplar


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Joined: 4/29/2010
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There might be a workaround if you can make a snake of tiles from your closest leveled up enough zone to where you need that airbase.

(in reply to bvoid)
Post #: 6
RE: [1.09.03] ai does not respect airbase levels - 5/23/2021 7:31:36 AM   
bvoid

 

Posts: 99
Joined: 5/16/2013
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Yeah that's what I have ended up doing in some situations - it's very gamey and tedious to do.

(in reply to BlueTemplar)
Post #: 7
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