Strategic Command AI

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xwormwood
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RE: USSR AI does not respond to Turkish Invasion

Post by xwormwood »

In my current 1.011 1942 game against the Axis AI I often saw that the AI withdraws units out of cities. I'm not sure if this was done to secure its forces (protect them from being destroyed), or because of ignorance of enemy units (i have ginve the AI spotting +1). It is now mid 1943, and I guess that the AI has lost some of its force through encirclement, so it might be that it has not enough units to defend all of the russian frontline towns. But sometimes I witnessed that the AI move toward the west, or at least out of the towns.
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sPzAbt653
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RE:

Post by sPzAbt653 »

Hello Hubert - I want to give a response in reference to the extended posts in the 'North Africa AI Question' thread on the public board. I had played several games without attempting a Sealion as I was not very familiar with the amphibious assault mechanics, but once I had a few games in I started doing Sealions [three of them now]. I did not read all of the extended posts in that thread so maybe this was already discussed. I too initially felt that Sealion was too easy, but after playing thru all the way to the end a couple of times I will say that for the Axis it may be easy for an experienced player to do a Sealion, but the loss of England doesn't totally defeat the Commonwealth, and the Axis player has to leave a fair sized garrison there, which hinders him elsewhere.

I do have a concern with the post Sealion 'AI', which in two games I have noticed will leave all of the UK's units in Canada [never moving to assist the US in landings in France]. This is with my modified campaign so maybe it is different, but I have not changed any AI scripts [I haven't even looked at them]. Maybe I hit some chance percentage that the UK would 'stay home' in Canada, I'm not sure. Or maybe it is because Canada, as it is set up, is not a very good base of operations for the UK. All new arriving land units appear near the western map edge, which is a good distance from any ports. In my last game I switched sides in January 1945, from the Axis to the Allies, and it took some effort to get all the UK units down to the US in order to get to ports.

Edit: The above is in reference to v1.10b.
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RE: RE:

Post by sPzAbt653 »

I've never seen this in all the games I have played, so it is a rare occurrence but I thought I would mention it. The computer Allied player has moved this air unit to this position at the very bottom map edge, where he is out of supply and cannot move. I don't know if it was initially in supply there as I only noticed it after my Italians had captured Cairo.

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TheBattlefield
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RE: RE:

Post by TheBattlefield »

I have repeatedly observed a similar behavior. (Post #: 188)

http://www.matrixgames.com/forums/tm.asp?m=4105218&mpage=7

After the loss of Egypt and the ensuing destruction of the British-dominated troops, the extensive air forces are not transferred to England, but are regularly lost on their gradual retreat to the almost defenseless Baghdad.
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TheBattlefield
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Thoughts on Africa

Post by TheBattlefield »

After several test games ('39 campaign, Allied AI) I've noticed two behaviors which unnecessarily boost a victory of the Axis powers in Africa even in the highest difficulty level:

1. The allied reinforcements for Africa can be disturbed by a massive blockade (6 or more German submarines) of Gibraltar or the loop points to the Red Sea. The Allied naval forces also react more strongly to the German activities, but only a few individual operating destroyers and light cruisers are used to secure this area. A more effective integration of the Allied carrier groups (which at this time are unproductive within reach of the British Isles) does not take place. Thanks to the short supply routes across the Canary Islands the German submarines regularly keep the strategic initiative in the outer South Atlantic.


2. After the capture of Tripoli, the American troops are playing the Sicily card unimpressed - and are destroyed there frequently without any chance of victory. One reason for this seems to be a lack of query on the positions Benghasi-Tobruk-El Alamein-Alexandria-Cairo in the offensive scripts. Before an effective offensive against Italy these cities should be generally free from enemy units and all in Allied hands! As a result, there could be three alternative behaviors for the US troops in the area Tunisia/Tripoli:

a) Everything is in Allied hands and a common attack on Italy can begin.

b) In the case of combat operations in the areas of ​​Benghazi to Alexandria, the German/Italian forces were to be placed in distress by the opening of a second front "from behind". After a possible victory Italy could be attacked.

c) After a fall of Egypt, the US-led forces (together with new British reinforcements and the evacuated Desert Air Force) could entrench in Tunis/Tripoli and keep ready for coordinated landings in the Normandy and southern France (Vichy France).
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sPzAbt653
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RE: USSR AI does not respond to Turkish Invasion

Post by sPzAbt653 »

I saw the comment about the AI being separate for the Majors, but what about the minors ? I ask because I have often seen the computer move minor country units in a not so reasonable way. For example, in the screen shot below Spain has joined the Axis computer side, and when I invaded with some US units I found no Spanish resistance. Turning FoW off it can be seen that the computer has moved the Spanish units out of Spain. If at all possible, it might be nice if the computer followed some guidelines for some of the Minor countries. Mostly I think they should stay close to home. Romania and Hungary contributed armies to Russia, but they are the only ones I think might have moved sizable forces out of their home country, and then only if their borders weren't threatened. [;)]

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TheBattlefield
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Greco-Italian War (SetupRelease)

Post by TheBattlefield »

I'm playing the long campaign (expert, +0,5 Exp., +10% MPP) and have executed the Italian "DE 708". Consistently Italy declared war on the Greek in the end of October '40. Because I had moved the army stationed in Albania to Africa in '40, there were only three Italian corps operationally at the beginning of the fights (because of the bad supply situation in unterstrength). I might expect the historical Italian disaster in Albania. The Greeks attacked very fast and rather bravely. By rotating the three Italian corps in the Albanian capital I was able to stop the Greek attack. This was possible because the supply situation of the Greeks was even worse than my own. Far and wide no allied HQ in reach. After I had shipped rather comfortably an Italian HQ to Tirana, the situation of the Greeks became helpless. By switching off "fog of war" I could see that the Greeks had put down their only HQ to support the still unchecked Metaxa defence line. This is little helpful for an attack on Albania. At least in the highest level of difficulty the Italian army should get a little more pressure in Albania.

Historically the Italians were fruitless in Albania because the Greeks had concentrated the essential part of their armed forces in this front. Only after the breakthrough of the Germans in Macedonia the Epiros army was cut off because they did not want to follow the British recommendation of a retreat to the south.

Proposal:

After execution of DE 708 an offensive on Albania should be supported basically by a Greek HQ.

The deployment of a second Greek HQ (General Pitsikas) - for allied AI only - could be helpful in the expert level.

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RE: Greco-Italian War (SetupRelease)

Post by EdwinP »

In a future update I would like to see the Axis AI have a 20% chance (1 in 5 games) to wage a stronger battle for the Atlantic. Now, as the Allied player I have a pretty good idea of how many subs I will be facing and what tech level they will be. Likewise, I would like to see the Axis AI have 20% chance (1 in 5 games) to wage a stronger push to take Egypt. Now its, too predictable - and probably too easy as the Axis AI does not commit enough air units for a quick victory.
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EdwinP
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RE: Greco-Italian War (SetupRelease)

Post by EdwinP »

The AI should have a better Sealion script. Now it looks only at London - Not Portsmouth or Plymouth. Guard London and the AI will never launch a Sealion.

Perhaps, a contest for designing the best Sea-lion AI scripts (GV 2(1-25) for the Axis. If the Human player gets complacent and leaves the UK unguarded there is a 25% that the Axis AI will launch a Sea Lion invasion.



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sPzAbt653
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RE: Surprise in the Mid-East

Post by sPzAbt653 »

Holy Unpredicted Predicament Batman !

It's September 1942 [of the 1939 Campaign], and after umpteen playthru's I was once again moving my little Axis force into Egypt, when I was rudely attacked by US units, and DAK armor unit was destroyed. Well, this is a first, and a very welcome twist. It's never happened before so I guess it is a chance % of occurrence, or maybe it has been added in recently. Either way, thanks Hubert [&o]

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KorutZelva
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RE: Surprise in the Mid-East

Post by KorutZelva »

Playing as Italy and seeing AI Germany (+0) and AI USSR (+0) duking it out. Germany is doing much better under patch 1.10. Even after mucking the initial barbarrosa strike because tons of unit were sidetracked to deal with the yugoslavian coup, they ultimately made it to Melitopol and only missing tallinn from the baltic state by october 1941. It handles it HQ better. Only in the Minsk area it comes up short where a dozen unit are HQ less while in the baltic 3 HQ share about 10 units. It took time but even then it was sort of resolved when it got so desperate they ultimately called Franco to serve in the USSR. :)

There's a spot south-east in the Pripet Marshes that has a partisan spawn point. Given that's its in the marsh and a bit hard to access, the AI ended up parking a tank there due to its superior mobility. I initially thought it would replace it with something more expendable but 4 months in, they had not. I had to do a manual swap for a garrison to free up the tank.
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Hubert Cater
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RE: Surprise in the Mid-East

Post by Hubert Cater »

Thanks for the feedback and glad to hear it is playing much better now :)
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RE: Surprise in the Mid-East

Post by KorutZelva »

Graff Zeppelin Carrier has a death wish. I think it wants to go wreck havok to the atlantic but in practice makes a beeline to Scapa flow unescorted. It went like two hex away, enough to see the ship docked in port.

Otherwise once it gets some hardware in the Atlantic, Germany is quite adept at baiting destroyers for their destruction.

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RE: Surprise in the Mid-East

Post by KorutZelva »

With the change to ground attack tech, there should be a greater urgency for the german AI to get lvl 2 (to enable entrahcment removing from tactical bomber), in my last game in 1943 it still shunned it.
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RE: Surprise in the Mid-East

Post by KorutZelva »

-Upon barbarrossa activation the AI moves its plane around to 'protect' them for the new appearing russian troops. Maybe if the planes acted last on barbarossa it would prevent this behavior since most of the units would be brushed off by the land units.

-Finland HQ is glued around helsinki while the bulk of its army is under supplied at the russian border.

-Germany doesn't commit troops to Turkey for offensive purpose if it's activated as an axis minor.
(interestingly it did ferry a HQ & troops to Palestine after my Italian conquered it.
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RE: Surprise in the Mid-East

Post by KorutZelva »

I got to a point where AI germany has 1000mp buffer and not spending it despite having 3 mech inf and 2 special op inf available for purchase (also many tank or army available for purchase from the minor allies)

It's like Germany purposefully lets the foot off the pedal once it has the USSR on the rope.
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RE: Surprise in the Mid-East

Post by KorutZelva »

Ok so I manually bought a bunch of minor units with the money Germany wasn't spending... but the AI doesn't want to place them on the map! Why???

Hubert, is the AI barred from buying and deploying minor units????
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RE: v1.13

Post by sPzAbt653 »

I guess this is a good place to ask a question about an AI Script. I am the Allies vs. the Axis Computer, I am advancing thru France in 1944, one of my USA Corps enters Luxembourg, at the end of my turn I get the message that Luxembourg is liberated. Then at the end of the following Axis turn, I get a message that 'Germany Occupies Luxembourg' and my USA Corps is removed. I found the below script and thought maybe to add in the blue lines as the original had no conditions. Then I wondered why this event is in at all, as it doesn't seem to be very necessary. So if I may ask, does anyone know the reason for this script ? I'm sure it must cover some possible occurrence, but I'm not sure what.

SURRENDER #2
{
#NAME= AXIS AI: Germany Occupies Luxembourg (100%)
#POPUP= Germany Occupies Luxembourg
#IMAGE=
#SOUND= transport_movement.ogg
#FLAG= 1
#TYPE= 1
#AI= 1
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 65
#RECIPIENT_ID= 45
#ARMISTICE= 0
#REMOVE= 3
#TRIGGER= 100
#DATE= 1939/09/01
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
; 2nd Line - France polically aligned with Allies and surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
#VARIABLE_CONDITION= 40 [2] [100] [1]
#VARIABLE_CONDITION= 10 [2] [100] [1]
; No Allied units in Luxembourg
#CONDITION_POSITION= 159,82 [0,0] [0,0] [2] [0]
#CONDITION_POSITION= 159,81 [0,0] [0,0] [2] [0]

}

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Hubert Cater
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RE: v1.13

Post by Hubert Cater »

ORIGINAL: sPzAbt653

I guess this is a good place to ask a question about an AI Script. I am the Allies vs. the Axis Computer, I am advancing thru France in 1944, one of my USA Corps enters Luxembourg, at the end of my turn I get the message that Luxembourg is liberated. Then at the end of the following Axis turn, I get a message that 'Germany Occupies Luxembourg' and my USA Corps is removed. I found the below script and thought maybe to add in the blue lines as the original had no conditions. Then I wondered why this event is in at all, as it doesn't seem to be very necessary. So if I may ask, does anyone know the reason for this script ? I'm sure it must cover some possible occurrence, but I'm not sure what.

SURRENDER #2
{
#NAME= AXIS AI: Germany Occupies Luxembourg (100%)
#POPUP= Germany Occupies Luxembourg
#IMAGE=
#SOUND= transport_movement.ogg
#FLAG= 1
#TYPE= 1
#AI= 1
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 65
#RECIPIENT_ID= 45
#ARMISTICE= 0
#REMOVE= 3
#TRIGGER= 100
#DATE= 1939/09/01
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
; 2nd Line - France polically aligned with Allies and surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
#VARIABLE_CONDITION= 40 [2] [100] [1]
#VARIABLE_CONDITION= 10 [2] [100] [1]
; No Allied units in Luxembourg
#CONDITION_POSITION= 159,82 [0,0] [0,0] [2] [0]
#CONDITION_POSITION= 159,81 [0,0] [0,0] [2] [0]

}

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Great question and I can't really think of a reason to have this event in place either.
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