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Recent Posts

  • S

    @panther Oops, I apologize! It was WWII Classic 3rd Edition.

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  • @sculpt

    It would be most interesting if you indicated which game (map) you are talking about.
    Different games have different AA types/units with different AA rules.

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  • S

    Not sure if I should make a new post or post reply in AI Development Discussion and Feedback?

    Is the great Redrum still improving AI (10 months no post) or did someone else take over?

    I wouldn't call this a bug, but rather AI logic. For TripleA-2.7+14972 I played Allies (human), Axis Hard AI, for WWII Classic 3rd Edition.

    For about 3 rounds Japan did not purchase/place an AA unit into French Indo China which has a factory that Allies were in position to bomb, and then I bombed increasingly. Japan had plenty of PUs to purchase one.

    Situationally, Japan bought factories on 2 consecutive turns, and one AA the next turn with no enemy bombers in range. The one factory territory without AA was captured, and Japan took it back. Japan then never added an AA to that territory though enemy bombers were in range.

    A human player might add an AA when it's clear the enemy is choosing to not capture the factory-without-AA territory because it prefers to no-risk bomb it. I'd assume the AI doesn't have a calculation that determines the bombing damage (PUs) is worse than losing the territory... and then would decide to add an AA and abandon the territory if it could not hold it (with 50% battle calculation)?

    Just kind of an interesting scenario that perhaps an AI code cannot be written to account for. I can upload the gamesave if there's any need.

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  • I

    @rogercooper said...

    @igbi Be careful with making every VC a capital. The AI can overdo it, focusing too much on it.

    But Roger, unlike your mods, there's no nuance or sophistication to my mods. They're a brutal reduction.

    Ha, ha. You tell me one thing. TheDog tells me another. A rock. A hard place. I'm between them? No, no, I'm over to the side, just a blip on the screen. Only the storage scope will show that I've been here.

    It would be good if the AI had direct support for victory cities, at a level intermediate between capitals and normal territories.

    Don't know the details in any way, manner, or fashion. But the best of AIs would require no tweaking by us, except to weaken it, which would be in the options.

    There are things of number value all over the map. Those numbers, along with the tagging of what has to be captured should be enough information for a super-strong AI to calculate a plan.

    A strategy, with battle tactics to carry it out, adapting as needed to what the opponent does.

    But maybe you're talking about something else.

    --IGBI

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