ORIGINAL: john g
ORIGINAL: Gallo Rojo
ORIGINAL: Frank W.
any idea how to make this camps more interesting ?
Yes: forget about SPWaW: dowload SPWW2.v7 and play it! it has a decent* AI
* it knows how to use smoke, tries to surrownd your possition instead of send all its units affter the Victory Objetives, stablishes support weapons on the rear-guard, tries to attack your on-board artillery with its own artillery, etc. It is still not brilliant, but plays like a newbie human (very newbie)
And if you set up the same battle in both SPWAW and SPWW2v7 it plays out within a few points of each other. The ai in both games is pretty much the same, it is no better in either game, its just that SPww2 has nothing else that it can claim as better, so it makes up a claim that the ai is better.
I haven't played the latest version of SPWW2 much, as for one thing I'm awaiting the supplemental addition predicted in two weeks, but at least playing in WWII campaigns with the heavy AI tank selection option on, it delivers a better ratio of balanced forces than the complaintant's view of SPWAW. I usually play SPWW2 with the map setting on almost the largest size (my setting is 200 X 140), so I'm upwards of 40-45 core tanks (maybe 110 core units total). What I usually get from the Poles is around 30-35 AFV's, and it seems as though I never get less than 10 tanks from the Poles even if the AFV ratio is in smaller terms, so the force selection is hardly ever boring. One of the best AI aspects of the game is that the deployments for the AI are actually random, and seem to have little or no bearing on the VP locations, but given how the VP's can be switched to 100% clusters familiar in SPWAW or 100% grapeshot pattern (or anything inbetween) this proves invaluable. You literally never know where the enemy is in advance. From the aspect of trying to eliminate as many enemy forces and take all the VP's as possible, which is how I play, the grapeshot pattern of VP locations alone makes for a better AI.
I haven't played enough to distinguish the method of the advance when it attacks, whether it just rumbles forward from it's deployment or not (and I'd rather not know) but that AI is very prone not to counterattack while in a defensive mission, which in game terms usually makes it harder on the veteran player, as the counterattacks in SPWAW for me, made things easier.
< Message edited by Charles_22 -- 9/3/2004 7:48:10 PM >